Ian Marsh and Peter Darvill-Evans

For Janet and Cherril

Previously published in Great Britain in 1991 by Doctor Who Books, an imprint of Virgin Publishing (ISBN 0426 203623) This edition published electronically as freeware in 1996 by Ian Marsh, 113 Aslett Street, Wandsworth, London SW18 2BG E-mail: Copyright © Ian Marsh and Peter Darvill-Evans 1991, 1996 Doctor Who series copyright © British Broadcasting Corporation 1963,1996 This work may be printed free of charge for personal use only. Commercial use is expressly forbidden without the consent and written agreement of the authors


The DOCTOR WHO story The DOCTOR WHO universe The Necromancers: a DOCTOR WHO short story 3 7 9


A brief history of role-playing Key concepts in role-playing Switchback: a solo DOCTOR WHO adventure 22 24 27

Basic concepts Abilities Combat Weapons Death and injury Recovery Poison Falls Suffocation and drowning 33 37 48 53 58 59 61 62 63

Who is the Doctor? Companions Aliens Villains Transport Time Lords and time travel A 500-year diary 65 71 88 106 112 114 118

How to be a referee How to invent adventures The Curse of the Cyclops: a ready-made adventure 123 136 140

Creating characters Safe combat Designer’s notes Advanced character creation Character sheet 152 154 156 159 163



TIME LORD is an unusual book. It is neither a story nor a game: it contains all the rules and information that you need to invent your own DOCTOR WHO stories and to take part in games based on them. Taking part in a story is known as role-playing and by using TIME LORD, you and your friends can play the roles of the Doctor, his companions and his enemies. You can travel through time and space and face deadly dangers on alien worlds without leaving your living room. You don’t even have to wear outlandish costumes — although you can if you want to! All you need is this book, some pencil and paper, at least two ordinary six-sided dice, a group of friends and a fertile imagination. If you want to know more about DOCTOR WHO, read Part One of this book. It contains a brief history of the television series, an explanation of the most important concepts and a short story to give the flavour of a DOCTOR WHO adventure. If you are familiar with DOCTOR WHO, you can skip Part One. If you want to know more about role-playing games, read Part Two of this book. It contains an introduction to the idea of role-playing, an explanation of the most important concepts, and a short solo game to give you some idea of what it is like to play a simple role-playing game. If you are familiar with role-playing games, you can skip Part Two. Part Three is the heart of TIME LORD: it contains all the rules that allow you to take part in a game based on a DOCTOR WHO story. Part Four is the main reference section and will be invaluable both for playing a role in a game and for creating new adventures. In Part Five there is a ready-made adventure for you and your friends to play. This part also explains how to invent new stories to continue your adventures in time and space.

Some technical terms are inevitable in a book of this nature. They will be kept to a minimum, however, and will be fully explained when first mentioned. The following terms will be used throughout TIME LORD to avoid confusion. DOCTOR WHO (the BBC television programme and the universe in which it is set) and TIME LORD (this book) will always spelled in capital letters. And what is a Time Lord? A Time Lord is a member of the ruling elite on the planet Gallifrey. The Doctor, the main character in DOCTOR WHO, is a Time Lord. Titles of books and television stories will be written in italics. For instance: Doctor Who — Survival by Rona Munro is the novel based on the DOCTOR WHO story Survival that was broadcast in 1989. Now, if you’re ready to dematerialize, we’ll take off into time and space. Ian Marsh and Peter Darvill-Evans April 1991

TIME LORD and DOCTOR WHO have had one thing in common over the past few years: both have been unavailable to fans. Behind the scenes, however, work has been progressing on new versions of both. The wider availability of the Internet and its suitability for electronic publishing has made it possible for some time to put TIME LORD on the World Wide Web. What has been lacking is a number of files from the original typescript — files that over the past few months I have been rekeying. During that time, Peter and I have arranged to have the rights to TIME LORD reverted to the authors; Peter has also very kindly allowed me to go ahead on my own and republish the book electronically so that it once again becomes available to fans of DOCTOR WHO and gamers alike. What appears here is substantially the same as the original work. The Templar Throne, however, is no longer included, and an adventure I originally wrote for Marvel’s Doctor Who Magazine — The Curse of the Cyclops — takes its place. While The Templar Throne is an excellent adventure, it is a little too complicated for a first game. There is now also a full character generation system for human companions, which joins the appendices at the back of the book. A few words of caution: the files that comprise this edition are based on the pre-edited version of the game, so there may be a few differences. If anyone spots them, it would be greatly appreciated if they could point them out. I intend to release this version of the game in several forms. The first is rather exclusive: Postscript files that can just be printed out. More ambitiously I hope to release a version that can be read on a Web browser in small chunks, which should make accessing particular points far easier. I also intend to put out Ascii, Word and WordPerfect versions, but all this will take time. Be patient. Ian Marsh Wandsworth, London, June 1996 E-mail:



the strong characterizations of the leading players. the first episode of the first DOCTOR WHO story. with a succession of glamorous female companions and a penchant for gadgets and fast cars. have been temporary time-travellers with the Doctor. Sydney Newman. they had no idea that they were watching the beginning of a legend. 1966 At the end of The Tenth Planet. science fiction ideas began to creep in. an irascible old man known as the Doctor. the story that introduced the Cybermen. infinitely flexible TARDIS. The viewing figures made it clear that the right mixture of ingredients had been found: the wonderful. grey and typically British autumn evening and peered at the flickering black-and-white images on valve-powered television sets. They were introduced to Susan Foreman. the Doctor collapsed on the floor of his TARDIS and his appearance began to change. An Unearthly Child. The programme revealed that the Doctor had ‘borrowed’ his TARDIS. allowing a new actor to take on the role. Patrick Troughton’s Doctor met for the first time the Yeti and the Ice Warriors. The wealth of information that has been generated during almost thirty years of DOCTOR WHO stories provides a comprehensive background against which new adventures can be set. and had several confrontations with his old enemies.’ explained Susan — a spaceship capable of travelling in time. was broadcast on Saturday 23 November. the first of the many terrifying and megalomaniac races of monsters that were to cross his path again and again. science fiction themes and terrifying monsters. has been revealed. 3 . The DOCTOR WHO producer. Directors were able to call on a range of special effects and do a certain amount of outdoor shooting. As viewers huddled round their living room fires on that cold. Daleks and Cybermen. kind-hearted and iron-willed. 1963.DOCTOR WHO — TIME LORD THE DOCTOR WHO STORY The British Broadcasting Corporation’s DOCTOR WHO is the world’s longest-running science fiction television programme. most of them young Earthlings. the Master and the Rani — old enemies that the Doctor has fought again and again all over the universe — have become almost as well known as the Doctor himself. invented a crucial element of the Doctor’s make-up: he can regenerate his body when it wears out. modern studios at the BBC’s new Television Centre. however. faced with the problem that his leading actor had to retire from the programme. The programme was now made in large. forgetful and bad-tempered. had envisaged DOCTOR WHO as an educational series for children. Scores of companions. 1969 During two and a half years. He met the Daleks. it was revealed that the Doctor was a Time Lord. making history exciting and accessible for a young audience. each of them adding something to the Time Lord’s complex personality. Patrick Troughton inherited the TARDIS. In the last of the second Doctor’s adventures. the programme was shot and broadcast in colour. the Daleks and the Cybermen. that he had little idea of how to navigate it and that it was defective anyway. And something of the Doctor’s origins on Gallifrey. was dashing and debonair. 1963 William Hartnell played the first Doctor as an old man: eccentric. a schoolgirl who claimed to live in a police telephone box in a junkyard. an untidy and deceptively simple clown. Most important of all. Details of the DOCTOR WHO universe will be found in Part Four of this book. and her grandfather. Yet they knew they were seeing something special. but half of the First Doctor’s adventures were set in Earth’s history. and portrayed the Doctor as a cosmic hobo. the day after John Kennedy was assassinated in Dallas. From the very first episode. the Doctor has taken his TARDIS into more than a hundred and fifty adventures. but also erratically brilliant. head of drama at the BBC. The War Games . Jon Pertwee. but here is a brief history of the programme to provide a context for later references. the home planet of the Time Lords. Seven different actors have portrayed the Doctor. The Doctor would hop back and forth through time. but they are not unknown in other countries: the BBC has sold DOCTOR WHO to television stations in sixty nations all round the world. and in the second story the Doctor took his ship to the faraway planet of Skaro where he came up against the Daleks. in the role of the Doctor. They were amazed to find that the police telephone box was larger inside than it was outside and that it was in fact a TARDIS — ‘It stands for time and relative dimension in space. In the three decades that have elapsed since that memorable November evening. The characters and monsters from DOCTOR WHO are now household names in Britain. a runaway from a civilization that had the power to control time and space and which has a strict policy of non-intervention in the universe — a policy that the Doctor abhors. 1970 After a gap of six months — an unprecedented break in the hitherto weekly output which suggested that the programme’s future had been in doubt — DOCTOR WHO returned.

and as a result the fourth Doctor’s adventures started to be broadcast nationwide. Gallifrey. Peter Davison became the fifth actor to play the Doctor. most of it consistent. a new producer was brought in under instructions to tone down the elements of horror in the programme. 1981 The Master returned after a long absence — and his machinations were the on-screen rationale for Tom Baker to relinquish his seven-year hold on the role of the Doctor. and the preponderance of teenagers and adults rather than young children in its audience led to a flowering of DOCTOR WHO fan clubs. was to become a mainstay of the programme for many years. about the Time Lords and the Doctor’s universe. On screen. and for the first time most of the audience were adults. nor has it been so large since. the scientist who had pioneered time-travel technology. as well as a new producer and script editor. but in general the fourth Doctor explored new territory in original stories. These stories helped the programme to impressive viewing figures: eight million British viewers now watched DOCTOR WHO. 1974 Having come up against two new races of monsters that he was destined to meet again — the Sontarans and the Sea Devils — and having been released from his exile on Earth to undergo a series of adventures in space. the last producer of DOCTOR WHO. made his first appearance in stories that continued to fill in the Doctor’s background and provide a coherent vision of the universe through which the TARDIS travelled. DOCTOR WHO was an immediate sensation and American fan clubs sprang up even more prolifically than the British clubs had. 1980 John Nathan-Turner became the new and. He also joined forces with UNIT which. More was revealed about the origins of the Daleks and there were confrontations with Cybermen and Sontarans. 1972 The Daleks returned to the screen in Day of the Daleks after an absence of five years. but in the following year even this stupendous achievement was topped during one story. At the same time. K9. the Doctor regenerated for the fourth time. however. The first DOCTOR WHO convention was held. Viewing figures rose dramatically and the first of many complaints about the programme’s excessive violence were heard. the Doctor’s robot dog. the second half of the 1970s was full of detail. the third Doctor suffered terrible wounds while defeating the Giant Spiders on Metebelis 3.DOCTOR WHO — TIME LORD Within the third Doctor’s first year on television he had met for the first time his most implacable foe. new monsters which he would meet again. The Three Doctors. 1976 Viewing figures for DOCTOR WHO in Britain had exceeded fourteen million in 1975. 1979 DOCTOR WHO was launched in the United States. K9 was retired. Tom Baker stepped into the role to become the fourth Doctor. the campaign about the programme’s violence and alleged unsuitability for children reached a climax. its recent surge of popularity. 1975 With Tom Baker’s almost dangerously exuberant portrayal of the Doctor. and he had confronted the Autons and the Silurians. The audience for DOCTOR WHO in Britain had never been so large. introduced the shadowy figure of Omega. After apparently falling to his death. The BBC started to sell the programme to other countries. an evil renegade Time Lord. a story set on the Doctor’s home planet that included guest appearances by the first two Doctors. The fourth Doctor’s longest-standing companion. At the end of the year. Some of the third Doctor’s stories had already been shown. Two stories were set on the Doctor’s home planet. the Master. but now the BBC had signed a substantial deal with Time-Life Television. was herself a Time Lord. played by two actresses across sixteen stories. 4 . under its commanding officer Brigadier Lethbridge Stewart. and when a new season of stories began at the end of the year. at the time of writing. Some of the features that would characterize his decade as producer became apparent immediately: greater use of video and location shooting and a succession of well-known actors as guest stars. 1977 The longevity of DOCTOR WHO. His body started to regenerate. becoming still younger in appearance. DOCTOR WHO started to unleash a series of hard-hitting suspense stories. The first American convention took place.

Cybermen. The programme grew from an imaginative but basically educational children’s television show into a science fiction saga packed with action and suspense and underpinned by adult themes. now Virgin Publishing. who had been poisoned with unrefined spectrox. and about his relentless enemies all combined to weave an increasingly complex backcloth to the Doctor’s adventures. After almost three decades of DOCTOR WHO. Ace rapidly became one of the most popular of the Doctor’s many companions. The programme’s ratings remained poor. DOCTOR WHO returned. at least compared with those of its heyday. Silurians and Sea Devils — and the programme-makers continued to provide incidental snippets of information about Gallifrey and time travel. 5 . Publisher WH Allen. at the end of the 1985 season the BBC announced that DOCTOR WHO was to be taken off the air. In spite of adventures that featured old enemies such as the Daleks. Peri. and the on-screen chemistry between Sylvester and Sophie helped to lift DOCTOR WHO on to a new level of subtlety and mystery. The Doctor was on trial for his life. the Master. Colin Baker became the sixth Doctor in The Caves of Androzani. the BBC bowed to the pressure. in which all five of the Doctor’s incarnations. 1983 DOCTOR WHO’s twentieth anniversary was marked by a special programme. companions past and present. in which Patrick Troughton played the second Doctor for the last time. 1990 John Nathan-Turner resigned from the post of producer and the BBC made no announcement about a successor. the last DOCTOR WHO story at the time of writing. 1985 Colin Baker’s vivid portrayal of the sixth Doctor as an erratic. Sylvester McCoy. Among his opponents were some old enemies — Daleks. The result was a worldwide campaign to save the Doctor. had been appointed to play the Doctor. but in the meantime the old stories were being successfully resurrected. At the end of the year and of the first series. and Colin Baker was removed from the starring role. The final story. K9 and even the Master co-operated to unmask a traitor in the High Council of Gallifrey. The future of the programme was once again in doubt. and earned renewed critical respect for DOCTOR WHO. 1984 Peter Davison left the programme. As the above brief history of the programme suggests. The BBC found that video cassettes of DOCTOR WHO stories — even black-and-white ones from the 1960s — were very popular and a regular schedule of video releases was started. 1989 Survival. Brigadier Lethbridge Stewart. The Two Doctors. Daleks and Cybermen. the introduction of another renegade Time Lord known as the Rani. The Five Doctors.DOCTOR WHO — TIME LORD 1982 After a nine-month gap. the fifth Doctor’s adventures began. a teenage girl from west London. DOCTOR WHO reruns proved to be one of the main attractions on the BSB satellite and cable television service. Once again rumours abounded about the end of DOCTOR WHO. and a special programme. the Doctor found a new companion in the streetcredible and somewhat pyromaniac form of Ace. the climax of the trial. about his home world and its powerful inhabitants. set about commissioning full-length DOCTOR WHO novels while continuing to publish non-fiction DOCTOR WHO books — of which TIME LORD is one. At the same time gradual revelations about the Doctor’s changing personality. In a series of strongly plotted stories that moved away from reliance on cross-references to Gallifreyan history. vainglorious genius failed to prevent a slide in the programme’s viewing figures. and the first three of the season’s four stories were the evidence presented by the prosecution and then by the Doctor in his own defence. played by Sophie Aldred. the penultimate story of the 1984 season. the unique appeal of DOCTOR WHO is that it can be seen as one long story. however. 1986 After a seventeen month gap. when the Doctor sacrificed a regeneration on the planet of Androzani Minor to save the life of his companion. was broadcast at the end of the year. Cybermen and Sontarans. pitted the Doctor against both the Master and the dark side of his own character. the programme’s long life-span is at first sight its most remarkable feature. having turned as many as it could of the DOCTOR WHO television scripts into short novels under its Target imprint. 1987 The BBC announced that a seventh actor. the seventh Doctor encountered the Master and the Rani.

It also allowed successive producers.DOCTOR WHO — TIME LORD The flexibility of DOCTOR WHO’s original premise — a crotchety old scientist of unknown origin takes human beings from twentieth-century Earth as passengers in his seldom-controllable time machine — ensured the programme’s longevity in the fickle world of television fads. and thus create a legacy of DOCTOR WHO ‘facts’ that can be used as the background to new adventures. directors. script editors and writers of the programme to build layer upon layer of detail and mystery. 6 .

are often very helpful to the Doctor and he seems to find his companions invigorating and amusing. Gallifrey Gallifrey is a planet in the same spiral galaxy as our own — the galaxy that we call the Milky Way. driven by ambition and hatred. thus complicating the Doctor’s plans and often jeopardizing their success. a few of them find the place intolerably dull. A TARDIS is a Time Lord’s time and space machine and represents the summit of Gallifreyan technology. In his travels he has met and befriended hundreds of beings. which allows the TARDIS to change its appearance. but the Doctor enjoys company.) Each TARDIS. there followed an even more golden age of technological progress. A Time Lord’s life span is much longer than that of an ordinary Gallifreyan or human: his body has tremendous powers of recovery and is very long-lasting. however. a species that resembles human beings in physical appearance. an artificial universe of potentially infinite size.DOCTOR WHO — TIME LORD THE DOCTOR WHO UNIVERSE If DOCTOR WHO is unfamiliar to you. albeit an artificial and alien one. Rassilon and Omega. it can expand its interior to any size. Although its physical manifestation is usually small. Companions Time Lords are solitary. The Doctor’s companions are usually confused by their adventures and have no hope of understanding the technology that the Doctor uses. perhaps the most brilliant. Their courage and ingenuity. erratic and mysterious of them all. It is. and pay little attention to the rest of the planet or the rest of the universe. perfected the techniques of time travel and created the time machines known as TARDISes. evolved intelligence and developed civilization way before anyone else in the galaxy: the Doctor once said that they achieved space flight while humans were still living in caves. very few TARDISes are used. an obsolete model which has a number of interesting features that are missing on more recent versions. set off into time and space to carve out empires of their own. time-travelling elite minority became almost a distinct race. Their simple-mindedness. in effect. Time Lords As if the development of interstellar travel was not achievement enough for Gallifreyan civilization. The Doctor Although most Time Lords are content to while away their long lives in the formal splendour of the Citadel on Gallifrey. and when it eventually wears out it regenerates into a new form. gives the Time Lords a feeling of detachment from mere mortals. It has the power to materialize a part of its physical structure anywhere in space and time. A Time Lord can therefore live for thousands of years. standing for Time And Relative Dimension In Space. This longevity. coupled with scientific knowledge. TARDIS The letters TARDIS are an acronym. humanoid and otherwise. with computing power so great that it can decipher the whole of the past. He is hardly ever without at least one companion. fear and innocence often lead them into danger. Time Lords live and work in a highly formalized society in the Citadel on Gallifrey. others. The Doctor’s TARDIS is also in need of an overhaul: hardly any of its circuits work properly and the chameleon circuit. particularly that of humans. however. usually a young human. They provide a focus for his general concern for the well-being of the universe. They called themselves Time Lords. Two scientists. At about the same time Gallifreyan society began to split into two and the educated. And because Time Lords have little interest in the universe. The Time Lord known as the Doctor. Some of these renegade Time Lords leave the Citadel and opt for a hermit’s life in the wilds of Gallifrey. He has developed a particular affection for the unpredictable inhabitants of the planet Earth. 7 . The Doctor’s TARDIS is a Type 40. but he has made it his mission to protect the weak and combat evil throughout the universe. and sometimes he invites one or two of them to accompany him in his TARDIS. The Gallifreyans. Not surprisingly each TARDIS is an intelligence. is usually manned by only one Time Lord because Time Lords are solitary by nature. also ‘borrowed’ a TARDIS to escape from Gallifrey. who are threatened throughout their history by alien invaders and by the results of their own waywardness. and it can adapt its appearance to blend in with the surroundings in which it materializes. (‘It’s bigger on the inside than it is on the outside!’ is the usual amazed reaction of anyone other than a Time Lord when first entering a TARDIS. present and future of our own universe. these explanations of a few central themes will help you to understand references in TIME LORD. has broken completely: the Doctor’s TARDIS is stuck in the shape of a blue police telephone box of the sort that used to be a common sight on London’s street corners a few decades ago.

William Hartnell was the actor who originally played the part of the Doctor.DOCTOR WHO — TIME LORD More than a hundred and fifty of the Doctor’s adventures have been broadcast on television since DOCTOR WHO first appeared in 1963. Although many elements of the Doctor’s character remain fixed. the second Doctor and so on. as his companions. TIME LORD allows you to create new DOCTOR WHO adventures and explains how you and your friends can take part in them — as one of the regenerations of the Doctor. allies and even as his opponents. 8 . the various Doctors are identified by referring to them as the first Doctor. each new body he inhabits seems to have its own quirks. each of them representing the Doctor after a regeneration. and six other actors (so far) have taken on the role.

and provider of dinner parties that are havens of serenity in these troubled times.’ Olberan glanced at Kereban before transferring his gaze to Terellion. Kereban darling?’ she said. Teri. ‘Not to independence. ‘I expect you find us very boring and provincial compared with the jet-setters and the wheeler-dealers on the Core Worlds. If he had. fingering the string of lustrous green gems at her throat. ‘Marna. How annoying. She blamed herself for inviting disparate people to such a formal.’ There were murmurs of agreement. ‘because my glass is empty!’ ‘She’s been sinking neat nirvana all evening. and considered what she should do about Marna Grard. Marna was chattering relentlessly to a goldfleece farmer with glazed eyes. too. she thought: Olberan was one of the few New Starhomers to carve out a career off-world and she had hoped that he would have returned to the planet with a repertoire of fascinating tales. ‘No. Unfortunately. were brilliant and her pupils hugely dilated. Terellion felt uneasy. CHAPTER ONE: A GHOST IN THE MACHINE Senator Kereban Tod tapped the rim of his glass with his dessert spoon and waited for the hubbub of conversation to subside. ‘It’s starjade. bearded face. She knew that hers was the first dinner invitation that Kereban had received for weeks. sighed and shook his head. deeply lined face. ‘How interesting!’ she said. ‘Didn’t hang about at the Core. gifted. She beckoned her manservant to her side and told him to refill the guests’ glasses. The conversation dwindled into silence as the drinks were poured.’ Marna was babbling heedlessly. tone and content of a DOCTOR WHO story to readers who are unfamiliar with the television programme. it is not possible to print the whole story: if it were printed here in full it would take up most of the book and there would be no space left for the rules of the TIME LORD game. The date was wrong. ‘and go easy on the fruit juice. irresistible and yet elusive. Terellion steeled herself to interrupt. When every face at the table was turned expectantly towards him. he was keeping them to himself. merited her attention now. She turned away from him. Terellion Pang: beautiful. ‘More of that delicious nirvana cocktail please. intimate occasion when a buffet would have been better.’ she called out. ‘Don’t tell me you’re not wearing yours. adding that he should dilute Marna’s nirvana with as much naranja juice as he could fit into her glass. and finally focused on Terellion. she knew that. on the other hand. and she was rather proud that she was once again setting a trend — this time by daring to introduce a distinguished opposition statesman as the guest of honour at one of her soirees. And wherever did you find that gorgeous necklace?’ Marna looked round in confusion.’ Terellion gave him one her most encouraging smiles. Marna Grard’s giggle broke the silence. surely.DOCTOR WHO — TIME LORD THE NECROMANCERS This is a fairly typical example of a DOCTOR WHO adventure. ‘I propose a toast. ‘And anyway we can’t drink a toast. She was almost taken aback by the directness and brilliance of his blue eyes. Other guests. raised her glass and tipped its contents between her wide.’ Marna carolled defiantly. Olberan was sitting opposite her with a scowl on his dark. The senator was flirting with her.’ he announced. ‘What’s the matter. crimson lips. but watched her guests from beneath her long eyelashes. Kereban looked at her for a moment. She should have held the gathering in the upper hall. ‘Not much time for jet-setters. of course!’ she exclaimed. moving her feet out of range. my fellow senator. He smiled again and turned to the woman beside him.’ he said. a mischievous smile flitted across his impassive. and she hadn’t the heart to discourage him: his party had lost its traditional hold on power and these days it was distinctly unfashionable to consort with opponents of independence.’ he said. anyway: 9 . ‘I propose a toast to our hostess. ‘You’re not going to tell us you’re an eleventh-hour convert to the Velid persuasion?’ She giggled again. more at home on the Rim. Therefore we have decided to print only the first chapter of The Necromancers . The gracious acknowledgement of compliments was second nature to her and Kereban’s little speech would not divert her attention from the business of managing a successful social occasion.’ Kereban said to Terellion in a whisper that she suspected he knew was too loud to be discreet. because everyone’s mind was on independence. Olberan my dear?’ she said.’ Terellion allowed none of her annoyance to show in her expression. it is intended to give some idea of the structure. ‘don’t forget we’re about to have a toast. however. she realized with the intuition of a practised hostess that her guests seemed nervous too. Terellion smiled prettily and lowered her face. Another one of the things we have to thank Hortan Velid for!’ Terellion heard Kereban’s muttered curse. Even her own non-aligned faction was treated with suspicion in parliament and with abuse in the holovids. this is followed by a synopsis of the rest of the story and notes that point out some of the characteristic features of a DOCTOR WHO adventure. For the third time that evening Kereban’s foot touched hers. Marna’s eyes. Teri. extending a slim hand across the table.

And who the blazes is Sebaran?’ Terellion was concerned about Marna. the Doctor had said. She stood in front of a full-length mirror and experimented with hair styles. partly because it was concealed under a pile of discarded clothes. Terellion looked where she was pointing but could see only the dark doorway. ‘I’ve had about enough of this. it was bigger — infinitely bigger. he might land the TARDIS somewhere as cold as Iceworld. with its tapestries and dim candelabra. ‘Too much nirvana. she picked up her latest toy. she stuffed a couple of cans of nitro-nine and a Jazz Messengers tape into a black rucksack that she slung over her shoulder. She had tried on a gown from eighteenth-century France.’ She turned.’ he said. She had found a daring little bikini made of animal skins. she piled it on top of her head. ‘Sebaran. the planet on which he had found her. standing next to the central console and gazing at the time rotor as it rhythmically rose and fell. because Ace couldn’t be bothered to prowl the corridors looking for the TARDIS’s laboratories every time she wanted to brew up fresh supplies of explosives. at least. an autofocus zoom camera. how am I supposed to find anything to wear? I’m off.’ he said. electrical components and audio cassettes. and went to find the Doctor. Anyway. but had abandoned it because she thought the Doctor wouldn’t approve. ‘Sebaran!’ she shrieked. things hadn’t gone too badly. so why can’t he look a bit more lordly? He looks likes a gormless gardener. A one-piece jump suit of silvery material had attracted her at first. she told herself. ‘What’s she staring at? I can’t see anything. ‘was Marna’s husband. 10 . sat on it and ransacked the drawers in front of her. He died six months ago. after all. Terellion instructed the manservant to call an ambulance. She paused only briefly: she was accustomed to the strange powers of the TARDIS. But she felt older and she thought she looked a bit older: perhaps she was eighteen or nineteen. It might be a scaly alien with tentacles or a bit of all right like that Robin Hood on the telly. ‘Ladies and gentlemen. She pulled her shoulder-length brown hair into a pony tail. Marna pointed to the door and screamed. He had made a slight adjustment to the interior structure of the TARDIS so that Ace’s room was now connected to a walk-in wardrobe. an old buffer who should be looking after his prize roses and tending his orchard. but when she had tried it on she had decided it made her look like a refugee from a low-budget science-fiction television show. Ace wasn’t exactly sure how old she was anyway: it was a long time since she’d blown herself up in Perivale and found herself on Iceworld. his crumpled jacket. west London. it’s Sebaran! He’s come back to me!’ Marna shrieked. The brief ensuing silence was shattered by the sound of breaking glass. Kereban rose to his feet and lifted his glass. she glowered at her reflection as she inexpertly applied the make-up.DOCTOR WHO — TIME LORD this little dining room. ‘Oh my god. He’s supposed to be a Time Lord. complete with a wickedly sharp hunting knife in a leather sheath. lipstick and green eye shadow. but pleased that her party would be remembered as eventful. the black satin one with badges all over it and Ace embroidered in big red letters across the back. blew herself a kiss and grimaced laughingly.’ *** Wear something suitable. pale panama hat and question-mark-handled umbrella hung on the coat stand. It was a waste of time. and wasn’t a kid any more. She pouted her full lips. Ace had wandered in and had been meandering for hours through a labyrinth whose walls were racks of costumes. strode through the nearest doorway and found herself back in her bedroom. but had decided that the crinoline might get in the way if she needed to move fast. anyway. but then again you never who you might bump into when you stepped out of the TARDIS. The whole point of the TARDIS was that it transcended the dimensions of space and time. Ace thought as she tried to pick a good time to interrupt his reverie.’ she said to Kereban. she pinned it to one side so that it fell in a curtain concealing half of her open. although she couldn’t be bothered with it most of the time. She pulled on her favourite jacket.’ she told her reflection. The meal was over and she would understand if the guests started to make their excuses soon. was too gloomy. She would know better next time and. as she had expected. ‘Sebaran! Can’t you see him? Look! He’s coming in! Sebaran!’ Kereban leant towards Terellion. ‘Terellion!’ ‘Terellion!’ the other guests shouted. The Doctor didn’t look up as she came in: he had his index finger to his lips and was lost in thought. He was in the control room. The bed was the least noticeable thing in Ace’s room. ‘If the Professor won’t tell me where we’re going. Jason Connery’s clean-cut portrayal of the mythical outlaw lingered in Ace’s memory: it was one of the last television programmes she’d seen when she lived in Perivale. books. She managed to find mascara. square-jawed face. And she couldn’t understand why she had thought the gronkey would be a talking-point: the animal had sat motionless on its perch throughout the dinner. Marna was having some kind of seizure and everyone was on their feet and yelling incoherently. She was growing up. She dragged a stool from a workbench to her dressing table. staring wide-eyed at the guests. A large part of the room was occupied by benches covered with chemistry apparatus. She thought she looked young without a bit of make-up. perhaps — on the inside than it looked from the outside and it played the same sort of tricks with time.

Ace. None the less it had tried to make contact.’ the Doctor said gravely. On her next attempt she had dispensed with the provisions. Doctor. If the intelligence had any conception of an afterlife. It had been asleep. anguish and desolation. the intelligence was suffocating. ‘You what?’ ‘Beauty of Bath. Ace. And if we land anywhere near sodding Perivale. checking the controls again. ‘It’s rude to listen in.’ said the Doctor. We’re not going to Earth again. the others who were also intelligences but were unlike. ‘What do you reckon on this clobber then. It was drowning.’ ‘Like I keep telling you. ‘The TARDIS materialized like this when I landed on Earth. size and appearance of a police telephone box: a rectangular. He straightened with a grin. but then again. they just sort of crept in while I wasn’t thinking of anything else.’ The Doctor’s smile broadened.’ After a final laboured surge. Ace never ceased to wonder at herself. ‘How about —’ he ran his finger down a flickering display ‘— New Starhome?’ ‘Is that where we’re going?’ Ace asked sceptically. the thoughts were little more than an irritation. the time rotor subsided and remained still. ‘Yes. Her conclusion was: the TARDIS was mega-huge and there wasn’t much point in wasting any more time exploring because the Doctor could rearrange it anyway. alien. The intelligence knew immediately than the others were unlike itself.DOCTOR WHO — TIME LORD ‘Beauty of Bath. She spread her arms and pirouetted to draw the Doctor’s attention to the clothes she was wearing: exactly the same kind of clothes as the Doctor had seen her wearing hundreds of times before. then. Now it had woken. it was their contents that were unbearable. or had been woken. eh?’ ‘Eminently suitable. which had been terrifying enough. *** On a couple of occasions Ace had tried to map the interior of the TARDIS. He turned to look at the console. dark blue box surmounted by a flashing blue light. The intelligence feared that it had been asleep for a very long time.’ said the Doctor. I thought the whole point 11 . concern and responsibility in the furrows across his forehead and alongside his mouth. The intelligence had little concept of any emotion yet the thoughts of the others consisted of almost nothing but pain. because the TARDIS’s corridors were well equipped with food dispensers. The trauma had almost finished it: the intelligence had been unprepared for such swirling. are we? I can’t stand much more of the late twentieth century. travelling through time and space with an alien who looked like a funny little man.’ the Doctor would say in exasperation. ‘Oh no. weren’t they? Anyway. but then the others had started to arrive.’ Ace let her arms fall to her sides. ‘Most people are happiest in their own era. ‘New Starhome it is! Shall we take a stroll?’ *** The intelligence was suffocating. At first it had been alone. all right? Anywhere else is better — and stop looking so pleased with yourself. So she could never quite become accustomed to the fact that when the TARDIS materialized in physical form. His face contained his character: intelligence and cunning in the sharp blue eyes.’ the Doctor said. they were before my time. ‘You what?’ A sudden thought occurred to her. ‘A very good choice of garments. fear. Ace. She hadn’t used many of the cards: she had given up when she started limping. It ripens early and has a fine ruddy colouring. OK?’ The Doctor looked smug. I’m not setting foot outside the TARDIS. The first time she had set out from the control room with a rucksack full of provisions. touched a few buttons. overwhelmed by the others. one of my favourite apples. ‘We’ve landed. he was uniquely the Doctor. frowned. How much of her thoughts had he read? ‘Don’t do that!’ she said crossly. yes.’ Ace smiled and shook her head. ‘You must be able to remember police telephone boxes. Time Lord or gardener. she rarely ceased to enjoy it. Professor. disordered thoughts. The others continued to arrive. and laughter in the crow’s feet next to them.’ Ace could feel herself blushing. a pencil and a pad of graph paper: she had turned back when she had run out of paper. Ace.’ he began. but she had taken a portable computer with graphics software and enough memory cards to store the architectural plans of every building in London. ‘Er. I didn’t mean to. scratched his head and then raised his eyebrows. The intelligence mentally curled itself into a ball and crept into a corner.’ ‘Sorry. however. it would have thought itself in hell. it did so in the unassuming shape. determination in the jut of his chin. Professor? Better than the usual gear. ‘Well I’m not.’ Ace said. but for how long it did not know. And I rather like the idea of being seen as a gardener — it’s an appropriate analogy in a way. In themselves. ‘I think so.

which the Doctor had left open. I remember meeting one of these before. And?’ Ace looked up at the sky. It’s not Earth. The Doctor. Ace. But she could never resist a challenge.’ he said. Two wide avenues and several narrow alleys led from the square. 12 . ‘It looks intelligent.’ ‘More like a green panda. but whose future.’ ‘I wonder. meanwhile. in the centre of the square. had found the first sign of life. pillared terraces. or similar. ‘The inhabitants are human. With no sign of fear its huge black eyes watched the time-travellers approach. Ace. I suppose it’s because they look like green monkeys. of course.DOCTOR WHO — TIME LORD of this materialization business was that the TARDIS blended in with its surroundings?’ ‘Quite right. Ace poked her head round the exterior door and saw that this time the battered blue box had landed in more congenial surroundings than was often the case. The gronkey didn’t so much as twitch as the shutter clicked. ‘Mmm?’ The Doctor looked at her. ‘Come along. Ace turned and closed the door. ‘What do you make of the place. ‘Where to. ‘You know. and as it’s called New Starhome it must be a space colony. ‘You can tell by the shape of the doors.’ Sometimes Ace suspected that the Doctor didn’t have the first idea how to fix the chameleon circuit. It was humanoid and stood upright. ‘Professor! Oi. was peering from side to side and lost in thought.’ the Doctor said.’ He stared into the gronkey’s deep unblinking eyes until Ace nudged him. Ace thought. that bloke grinning down at us from all those posters looks like an ordinary human. I seem to recall. Doctor?’ she said.’ the Doctor muttered.’ ‘I hesitate to apply such gross simplifications to a complex transdimensional concept. does it? Everywhere we go the TARDIS sticks out like a Dalek at a peace conference.’ ‘Very good. ‘There you are at last.’ The Doctor winced. squinting at it through the viewfinder of her camera. Ace. The TARDIS had materialized at the corner of a courtyard. ‘What is it. that’s the question. isn’t it?’ ‘All right. middle-aged man. ‘The chameleon circuit is a very sophisticated piece of technology. ‘He’s chained up like an animal. He doesn’t know which way to go. There was a slang name for them. ‘Why doesn’t it say anything?’ The Doctor didn’t reply. ‘If you like. it’s called.’ ‘A minor malfunction. ‘It’s a bit of a blot on the landscape.’ the Doctor said in a tight voice. Look at these buildings. ‘Don’t dawdle. It doesn’t work. Don’t they know about spray paint? Guy I used to know could autograph this lot in half a minute. I wonder?’ ‘Earth’s future. No one had been surprised to see the TARDIS appear: the square was deserted. isn’t it?’ ‘New Starhome. We’ve got to go. hooked the handle of his umbrella through the strap of her rucksack and pulled her stumbling out of the TARDIS. ‘He’s being kept as a pet. are you sure the natives are human? What about that chap under the arches?’ The Doctor’s gaze followed Ace’s pointing finger. He was staring angrily at the chain that connected the gronkey’s collar to the circular handle of the door.’ The Doctor stroked his chin as he peered up at the giant pictures that stood on the rooftops. anyway?’ he said. yes.’ ‘A bit of a chance?’ ‘Yeah. At other times she thought that he’d become accustomed to the police box shape and enjoyed the consternation his craft caused wherever and whenever it appeared. If you’re into neo-classicism. it’s like you said.’ ‘Does it matter?’ ‘I rather think it might. So we must be in the future.. Each showed an identical image: the smiling face of chubby. It was turquoise. They’re taking a bit of a chance with all these white walls. ‘Are we playing another guessing game?’ she said. but Ace could see as she followed the Doctor’s cautious approach to the portico that the creature was covered with a dark. The Doctor swept past Ace. she thought. I suppose. ‘Well. The square was paved with pale marbled flagstones and the surrounding buildings were faced with dazzlingly white plaster. Anyway. Interesting architecture.’ she said. But was it before or after this. Ace. coming to stand beside him. Doctor?’ Ace whispered when they stopped an arm’s length from the creature. which way?’ Shaking her head. that was it. but I’ll bet he pretends he’s just admiring the town planning.’ ‘I might have guessed you’d get lumbered with a prototype. Gronkeys. The Type 40 TARDIS was the first in which it was fitted. standing back to view the TARDIS against the white. ‘but in essence you’re near enough.’ she said.. I never seem to have the time. Professor. Street art.’ Ace said. I’ll get round to mending it one of these days. A small figure was standing in the shadows beneath a pillared portico.’ What I like has nothing to do with it. Ace. glossy pelt that seemed to shimmer with shades of emerald and aquamarine. New Star-something. if you ask me. as if they had never had this conversation before.’ the Doctor would say.

‘Good.’ The Doctor leant forward and tapped the camera. ‘Yorovan Happid. You’ve been misinformed. Ace was incensed: she hated being wrongly accused. It was green. But it was surrounded by the others. 13 . quite amazing. the intelligence had assumed that it was going insane. therefore.. From the tempests of anguished emotion that were the thoughts of the others. If the intelligence had been one with its brood-fellows. young lady.’ ‘Doctor. The intelligence knew that the others recognized the things as having life.’ he said. and he noticed her camera. It had no vocabulary to describe the things that appeared. eh?’ He gazed at Ace in awe. are we. ‘Thanks. glancing at the sky. ah. the other was saying. ‘Now I really must get along. another who was full of confidence rather than fear. The intelligence had come to realize that its probings increased the fear of the others. We had hoped that we would have the honour.’ the Doctor said.’ the Doctor said. ‘this is Hortan Velid: our governor and leader. The most permanent thing in the hallucinations was known to the others as a colour. But the machines no longer functioned and no input was possible. mate. I don’t want to miss the signing. it had retreated into its hallucinations. architect of our independence. the hallucinations offered some respite from the relentless torture. even though some were green and remained stationary whereas others moved and were sometimes other colours. Don’t worry. He held up the placard and stood to attention with the poster’s genial face next to his own. too. The others. Under his arm he was carrying a placard on which was a smaller version of the posters that overlooked the square. it would have struggled against the hallucinations. Ace hurried to catch up.’ ‘Happid. some of them moving: the intelligence was adrift in a vision it no longer tried to understand.. recoiled from the intelligence. ‘Footsteps: someone’s coming. warmth. Among the green there were smaller things. ‘Is the ceremony taking place here?’ ‘Unfortunately not. Green.’ *** When the visions had started. ‘Celebrations? I thought you were off to a demo.. ‘We’re just having a look. my dear.DOCTOR WHO — TIME LORD ‘Snap out of it. The other was speaking and. This is the town of Pax.’ Ace continued. ‘Of course! You’re a reporter. endless green. Having reprimanded Ace and the Doctor. The intelligence had understood very little of what it saw in its visions. unless we hurry along. ‘You’ve come to the wrong place. drowning in a storm of the others’ terror and agony and hopelessness. although the intelligence somehow knew that the message was not intended for it. He is a great man. too. ‘I didn’t realize one of you was.’ The Doctor had been making a few deductions. The intelligence would have liked to interrogate the others to acquire more information about the things in its hallucinations. creator of our planet’s destiny. the visions.. good morning. we’ll get you out of this.’ the man said. ‘So today is Independence Day?’ he asked. disorganized and so full of pain that the intelligence recoiled as soon as it made contact. Everyone will see it on live hologram transmission — everyone except us. Suddenly it was aware of another: another whose thoughts were not chaotic. it would have drawn on the brood’s strength to drive out the madness. From Earth.’ she said. a green sash was looped over one shoulder. ‘Remarkable how they’ve managed to miniaturize these holovid recorders. Professor. raised his hat and strode towards the man. old chap. living things. Who’s the bloke in the picture?’ Yorovan Happid was shocked. and the words that went with the things. He was wearing a white tunic and white trousers that together had a faintly military look.’ Ace lifted the camera and snapped Happid and his placard. The visions were like the input that the intelligence used to receive from the machines.’ she hissed. he showed no sign of interrupting his progress. She clutched the Doctor’s arm. ‘This.’ he said. You’ve come a very long way to holovid our celebrations. She’s from Earth. but the thoughts of the others were incoherent.’ Happid said. mate!’ she yelled. ‘Earth technology. but the ceremony had to be held in Central City. the Doctor looked round. I mean I didn’t see that the young lady was with her er. ‘And my assistant’s name is Ace. Pleased to meet you.’ the man said. Listen.’ ‘Quite all right. The man stopped. Hortan Velid’s home town. ‘We’re not teasing it.’ Ace glanced up at the clear turquoise sky and froze. isn’t it?’ ‘Er.’ Ace still didn’t like him. *** ‘You young people! Stop teasing that gronkey!’ The voice was perfunctory rather than angry. you can hear the crowd cheering. it understood the meaning. were hallucinations. ‘Oi. Even if it had been alone. his voice shaking with emotion. the intelligence plucked recognition of the things in the visions. Ace turned to see a middle-aged man hurrying across the square.’ Happid said. all right?’ The Doctor smiled. ‘I must apologize for my young friend’s abrupt tone. ‘Great shot for our viewers back home.

’ Sendet lifted his eyes to the ceiling in despair. They’re on a trajectory for space. Sendet held up the hypodermic plastigraft. ‘They could be. We’ll have our own police force. I think this woman saw something last night and I’m going to find out what’s going on.’ ‘That’ll be the Federation fleet. ‘I just want to talk to her. ‘All the Federation ships will be gone by midnight. ‘but they’re not aimed at us. He had positioned his powerful body in front of Marna’s bed.’ The Doctor seemed almost disappointed. ‘Go on. ‘But I assume everything’s been peaceful and orderly so far?’ ‘Peaceful? Better than just peaceful.’ he explained.’ Happid boasted. Olberan. ‘There’s been so little bad news lately. she didn’t entirely trust him. She rested her hand on his brawny arm and looked up into his glittering blue eyes. Don’t come near her with any more of that stuff. Tomorrow we’ll be free.DOCTOR WHO — TIME LORD ‘Doctor! Over there! Vapour trails! Are they missiles?’ The Doctor studied the fine parallel lines that streaked the sky. are we going to watch this independence ceremony?’ ‘I never find flag-waving as uplifting as it’s cracked up to be.’ he said. then turned into an O of surprise as the burly off-worlder pulled her close and kissed her. Olberan released her. Olberan seemed mesmerized by her eyes. Tell him you trust me.’ Terellion nodded. ‘Is this really necessary.’ ‘So where shall we go?’ ‘Well. ‘Doctor Sendet’s an old acquaintance. ‘Come on.’ Terellion smiled encouragingly. bearded friend could do with a shot of this stuff. I’m not pickled in nirvana and I don’t believe in ghosts.’ ‘You might find that those last two statements don’t necessarily go together.’ he repeated doggedly. Now. ‘A mild tranquillizer.’ ‘If it’s so mild. the symptoms of hysteria 14 . ‘It’s all right. ‘New Starhome’s the most contented planet you could wish for. ‘She’s coming round.’ Sendet whispered.’ Happid shouted over his shoulder as he bustled away to the edge of the square. ‘She’d be all right if only you’d let her wake up. Nobody’s going to get in my way!’ Sendet and the nurse launched into a stumbling explanation of the effects of shock. somewhat half-heartedly.’ she said. ‘Perhaps your big. It’s one of the terms of the treaty. Doctor. ‘If she woke now. she would still be in shock. If Senator Terellion says it’s OK.’ Olberan said with a grin. He lowered his hands. ‘Now that is interesting.’ Doctor Sendet sighed and drew his hand across his lean face. Barnan?’ she said. a ploy which she usually found effective. The nurse exchanged a long-suffering glance with Terellion. who smiled weakly. ‘Can’t you talk some sense into him. As soon as Terellion stopped struggling. it’s OK with me too. his left hand was curled into a fist and in his right he was wielding a scalpel. ‘I heard that!’ Olberan roared. ‘Marna looks so peaceful already. Terellion? Tell him you’ve known me for years. who stopped him. Terellion’s smile widened. stepping forward and then leaning back to avoid Olberan’s scalpel lunge. Ace began to feel uncomfortable. Terellion had done everything she could to avoid a scandal: she had had Marna driven to the hospital in one of her own limousines and she had booked the most expensive suite of rooms for Marna’s sole use. She fluttered her eyelashes. ‘You keep your damned drugs away from me. Sendet applied the plastigraft pad to the sleeping woman’s arm and almost immediately the line on the screen became less jagged as Marna’s breathing deepened. He’ll do what’s best for Marna. he was the senior consultant in the second-largest hospital on New Starhome.’ Sendet tutted impatiently and indicated the moving line on the screen above Marna’s head.’ the Doctor murmured. ‘The electromagnetic pattern is still very erratic. that’s all. ‘That thing’s giving me the creeps. But since the last time she had consulted him.’ he said. the holovids have been reporting stories about people seeing ghosts!’ ‘Ghosts!’ the Doctor mused. Doc. when he had seemed eager to put her under a general anaesthetic for reasons that she had assumed were unprofessional. ‘You brute!’ she said. ‘None whatsoever. Olberan had insisted on visiting the poor deranged woman. dragging herself from Olberan’s gaze. why’s she been out all night?’ Olberan demanded.’ Happid said. ‘No trouble of any kind?’ he pleaded. ‘Not many as good-looking as you on the Rim worlds.’ Terellion said.’ Doctor Sendet advanced hesitantly and this time it was Terellion.’ It was true that Terellion had known Doctor Sendet for years.’ The gronkey was still staring fixedly at the Doctor. or part of it at least. where would you go if you’d just seen a ghost?’ *** Olberan was being difficult. on this morning of all mornings. None the less. ‘It’s just twenty-five milligrams of noctidrine. She was surprised to find that she felt disappointed. And he was making a scene. give Marna the shot. Ace.

Who’s the patient?’ Terellion mechanically shook the young woman’s hand. He pressed a button on a pad strapped to his wrist and lifted the device to his lips. when neither of the two visitors appeared to recognize her name. and five pairs of eyes watched until the doors had closed again and Marna had floated out of sight. by the way. deep drawers.? There have been rumours. The doors opened silently as the bed approached.’ The Doctor and Ace shook his out-thrust hand. ‘Doctor Sendet! Doctor Sendet! Emergency!’ the tiny loudspeaker screeched. Get a berth ready immediately.’ Sendet stammered. however.’ Sendet said firmly. But I was there. The bed. He pressed a button. ‘Doctor Sendet to intensive care immediately please!’ Without a word. Ace?’ *** In the basement of the hospital. unsteady hands pushed together the two halves of a metal sphere. Terellion stared at them.’ he spluttered. ‘It’s too late. I’m sending a patient now!’ He turned to the nurse. ‘Twenty-five milligrams. She frowned. ‘Shouldn’t we follow him. ‘Marna’s going to be all right. The gloom in the long chamber lightened a little. An oddly dressed but alert little man and a tough-looking young woman in a black jacket had joined the group and were avidly listening to Sendet and the nurse. The hands.’ Ace said. ‘The question is. ‘Perhaps. ‘I’m the doctor. imprisoning the black radiance within. in the quantities Marna was taking.. Sendet stared at the screen and swore. ‘That’s what I call an air-bed. Olberan. isn’t it. ‘Hallo. ‘This is the Doctor. pushed the drawer into the wall. ‘You wouldn’t get one of them on the National Health.’ he said. Well. ‘An acetyl choline replicant in a slow-release base. ‘Would you mind explaining yourselves?’ ‘Sorry. Olberan merely glowered at them. He saw the plastigraft pad and sniffed it. I’m Ace. Olberan burst out laughing. The room was a morgue. ‘It’s noctidrine.’ ‘Hi.’ he said. ‘She’s sedated?’ the Doctor asked. Terellion fought back her tears and an urge to smooth Olberan’s furrowed brow. One of the drawers lay open: inside it was a still figure covered with a grey sheet.’ she announced. ‘Take this patient to IC and administer a slow drip of eserine compound.’ ‘I think it’s time we had a talk. ‘but he is the Doctor. trembling with the cold. ‘Kindly explain yourselves. Doctor?’ Terellion said. Doctor?’ Terellion said..’ the Doctor and Sendet said in unison.’ ‘So can some of the cholinesterase blockers. its walls lined from floor to ceiling with wide.’ The Doctor shook his head slowly. The little man raised his hat. ‘I see.DOCTOR WHO — TIME LORD and the impossibility of ghosts. extending her hand. ‘Do you mean she’s dead?’ Olberan snarled. Terellion found herself favourably comparing the big off-worlder’s commanding silence with Sendet’s oleaginous appearance and verbosity.’ Terellion shivered as the Doctor’s eyes swept the room and came to rest on Sendet. along with the machinery and screens arranged around the bed-head. ‘Intensive care!’ he barked. floated free of the wall and the nurse propelled the entire complex towards the doorway with one hand. Nirvana can do that to you. ‘and. Report back as soon as you see any change. ‘I’m the Doctor.’ the Doctor added.’ The Doctor glared at her. Doctor: that was no pink elephant she saw. ‘You mean. ‘I rather think Marna could do with a second opinion. After all these years of civilization. He frowned. Appearances can be deceptive. Terellion thought. The flickering line was almost flat. ‘She had a skinful of nirvana last night. ‘Oh yes.. ‘Sendet’s been giving her shots all night. ‘This is Doctor Sendet. ‘Possibly very wise.’ Sendet smiled nervously as the nurse flicked up two switches at the foot of the bed. Sendet gave him a filthy look.’ ‘Is it?’ the Doctor said. ‘She’s had a traumatic shock. ‘The patient is Marna Grard. I’m Olberan. touching his fingertips to Marna’s temples.’ Olberan growled. ‘It was too late before we arrived here. mate..’ the Doctor replied.’ the young woman said. This is much more interesting than flag-waving. will anyone see her ghost?’ Terellion gasped. I’m beginning to fancy a bit of rough trade! Terellion was the first to notice that visitors had arrived.’ Olberan clenched his fists. Who’s the patient?’ Terellion decided it was time to exert some control. and saw the ghost of her husband. his lip curled disdainfully.’ Ace said.’ he said. the nurse and finally Sendet turned to follow her gaze. ‘I’m Senator Terellion Pang. Who’s the patient?’ Sendet was the first to speak. unless I’m mistaken. that’s all. Terellion was about to step in to prevent an argument when the device on Sendet’s wrist began to bleep alarmingly. nirvana can be a dangerous substance. Whatever it was. 15 . it sent her crazy. senator. you’re the doctor. Don’t you think you should do something about this?’ He pointed to the screen above Marna’s head.’ the Doctor said. Sendet ran from the room. isn’t she. uninvited and unannounced.

They escape in his speedpod. Olberan returns. The Doctor’s reassurances are interrupted by the arrival of a squad of Starhome Guards. There is very little available. telling the Doctor and Ace to escape while he holds them off. saying that there is still plenty of the South Continent to exploit and that many of the islands of the archipelago have yet to be visited. who wheel in the lifeless body of the Doctor. which has remained largely unexplored throughout the centuries of human settlement because of its inhospitable tropical climate and its lack of mineral resources. but when a nurse brings her food she realizes that she is in a hospital. she is strapped to a table. Terellion begins to admire Olberan and trust the Doctor. she will be tranquillized and treated anyway. The Doctor seems particularly interested in gronkeys and starjade. Velid declares that the malefactors will be brought to justice. and shows him her gronkey and her collection of starjade jewellery. however. the Starhome Guard. In place of the Federation Security Corps.’ There was something hysterical about the nervous laughter that followed. Ace produces nitro-nine with which she intends to blow up the guards. Ace and Olberan visit the Pax library to gain information about the North Continent. The servants say that she has been arrested. He is about to open it when he is interrupted by a squad of guards. can move fast enough to dodge the bullets: the Doctor falls and is surrounded. He tells Ace that even now Velid would not dare to incarcerate the glamorous senator in an ordinary prison. confused and angry. The guards. and although he is clearly worried and in awe of the senator he insists that she must submit to a course of medical treatment. Terellion agrees to go quietly. he says. which Ace foils. he says. not a prison. During the night there is an attempted break-in. 16 . dark green mammals and the emerald-like stone come from the North Continent of the planet. The next day the Doctor. he suggests that they break into Velid’s villa in Pax. He doubts whether anything interesting or worthwhile could come from the North Continent. If she refuses. Ace cannot believe that Terellion is one of the senators who hushed up the danger of starjade. His expedition was a disaster and most of the explorers died. Sendet visits her. the cream of New Starhome’s youth. Olberan produces an old hunting rifle and opens fire at them. seem unnaturally strong: they smash their way through locked doors with ease. a hover-vehicle. a fact which the Doctor seems to find significant. ‘If we carry like this like this. but starjade is pretty enough: she says that Marna was wearing starjade when she saw the ghost of her late husband. Terellion agrees. befriends Olberan’s pet gronkey and wanders into the garden of Olberan’s house. Terellion invites the Doctor to her palatial home. Ace and Olberan return as the Doctor is explaining that starjade has unusual properties. he invests his own paramilitary organization. but Olberan wants to confront the officials who arrested Terellion. has been found to give off dangerous radiation: he bans it and claims that certain senators knew about the danger but had hushed it up. the North Continent was known only for its beaches and that the interior was ignored. we’ll have to build an extension.DOCTOR WHO — TIME LORD ‘Another guest in the hotel. where she finds an epaulet that she tore from the shoulder of one of the night-time intruders. Olberan goes to see Terellion. The crowd acclaims his decisions. with the responsibility of policing the planet. Almost as afterthoughts. The Doctor urges flight. Terellion is in a featureless cell. In an operating theatre. Velid makes two further announcements. The Doctor and Ace accept Olberan’s invitation to stay the night in the house he has rented. Starjade. Velid then bans further exploration of the North Continent. Ace rescues the gronkey and returns to the hallway to see the Doctor caught in the ray from a guard’s gun. And now that they are the planet’s official police force. whose name was Sendet. Olberan grabs the grief-stricken Ace and pulls her to safety. The Doctor disapproves of his strident nationalism. Sendet gloats about her defencelessness and then places a metal globe above her head. The Doctor falls lifeless to the floor. they are carrying weapons. She finds the gronkeys a little disturbing. and Terellion explains that both the friendly. Terellion’s mansion has been broken into and the senator is missing. but despite the obstruction of the librarian — only increased by Olberan’s brusque manner — Ace discovers that Hortan Velid’s first claim to fame was as the organizer of one of the earliest of the expeditions to the North Continent. Olberan adds that when he was last on the planet. Among the few survivors were Velid himself and the expedition’s doctor. but the New Starhomers are ecstatic at the prospect of new prosperity and strength. SYNOPSIS OF SUBSEQUENT EVENTS Reluctantly. but Olberan reminds her that the gronkey could be hurt in the explosion. which he says has for too long diverted the attention of New Starhomers from the crucial tasks of building the planet’s economy to compete with that of the Federation and other independent planets. Velid’s first act as president is to dissolve the senate and give himself emergency powers to rule until new elections can be held.’ whispered the owner of the hands. Sendet scans the Doctor’s body and is amazed to find that the Doctor is not human. He tells Ace that the Doctor is finished and that their duty now is to find and rescue Terellion. disturbed by the holovid news. Ace and Olberan watch the live holovid broadcast of Velid’s appointment as president of newly independent New Starhome. These uniformed giants. Ace. The Doctor recognizes it as part of the uniform of the Starhome Guard.

‘I’m driving this bus now. Terellion and Olberan are appalled. not a human. but she cannot find a way to access them. Ace steps into a small circular room: it is a lift. He was glad to get away. steals Olberan’s blaster and hands it to Ace. and seems pleased when she says she’s going to the North Continent. The Doctor smiles and nods. Ace opens the door at the other end. but Sendet tells her that the Doctor is alive. She puts the wheel in her rucksack and. She is sure that if the senator is imprisoned in the building. Terellion. however. After telling Ace that using nitro-nine will attract too much attention. Velid’s villa is even more grandiose than Terellion’s mansion. Ace takes it and returns to the lift. but he was able to escape from wherever the globe took his life-force. She takes the lift to the basement where she steps out into a dark room that is furnished as a study. and runs with it to the speedpod. she reviews the astonishing contents of Hortan Velid’s confidential files. Olberan hacks into the security system to gain access to the grounds. grabs the trolley. The Doctor. Sendet moves the sphere towards her and she screams. then it is likely that the Doctor. but he insists that Terellion must be on the premises. tells the Doctor he knows too much and orders the guards to kill him. It was a struggle. Sendet is stunned. ‘Move over. Ace reluctantly agrees to the logic of Olberan’s suggestion that they should split up to search the vast building. Then she suddenly remembers that from outside the villa she saw a cylindrical turret. She curses herself for her stupidity and urges Olberan to make for the hospital with all speed. Olberan volunteers to descend into the cellars. but Ace will not be deterred. Ace’s gronkey reaches forward. The guards take up defensive positions in the doorway. is determined to go to Central City. Sendet recovers his wits. Ace finds the computer’s memory store in the form of a wheel of microcircuits.’ she says to the blustering Olberan. the guards round the villa begin to stir. outruns the guards’ pods. is about to move on when the gronkey demonstrates that the computer terminal is portable by lifting it out of the desk. The Doctor asks Ace where she’s driving to. he stresses. This forces Olberan to accompany her. Terellion watches aghast as the shroud of dark light withdraws into the globe. not because she fears the globe but because the body bag is moving: it is being unzipped from the inside. he manages to disarm one of the guards and use the captured weapon to gun down the remainder. is not dead. too. she will be found in the cellars.’ With Ace at the controls the speedpod. Sendet tells Terellion that the globe is draining the Doctor’s life. He and Ace must search again. He is outraged and wants a showdown. Hearing Olberan approach. The Doctor frees Terellion. He found it a very miserable reservoir of mental energy. The trolley trundles along the ray-filled corridor. hearing footsteps. There is a computer terminal set into a desk. leaving the Doctor’s body pale and unmoving. He comments that he has just had a remarkable experience that he wouldn’t recommend to anyone. and sends Ace. and therefore able to withstand the life transfer. A senator has almost been murdered. holding his head. but the other party seems unsure what to do next. which is what he accuses Sendet of trying to create. Ace catches the Doctor’s eye.DOCTOR WHO — TIME LORD Terellion accuses him of complicity with murderers. Olberan. Ace realizes that if they are merely stunned. Olberan tries to curb her optimism. The Doctor explains that Sendet was right: he is a Gallifreyan. They decide that the Doctor should be exposed to the Remote Globe. and gives a thumbs-down sign. while Sendet escapes through another exit. says that is an excellent reason for going there. a ball of blackness contained within the sphere. Ace finds no sign of Terellion nor anything else of interest in the sumptuously furnished bedrooms. a gothic folly rising from the modern edifice. Olberan reports that he has found nothing. envelops the Doctor. Ace sets up the computer and manages to turn it on. Rambo. Ace disagrees. He is asking for instructions. She finds the entrance to it in the corner of the master bedroom. Instead he pushes her into the lower part of an equipment trolley. It is only thinly guarded. he says. but Ace remembers the security code that Olberan used and finds that it unlocks the door. which he says might be dangerous. The door is locked. 17 . shouting over her shoulder for Olberan to stop shooting and follow her. Terellion watches helplessly as the metal sphere is moved above the Doctor’s head and spilt open. In the master bedroom. Dark radiance from the Remote Globe. which he wheels into the space between the guards. He gives the trolley a shove and throws himself flat on top of it. upstairs. sitting alongside Olberan. and not a moment too soon: as they return to the speedpod. but refuses to let her follow Sendet to safety. Inserting microcircuits at random. explosions and blaster shots. Sendet closes the metal sphere. installed at the controls of the speedpod. and he is determined to make Hortan Velid aware of the injustices being done in his name. he says: he was surrounded by a crowd of unhappy and disoriented minds and he also found one extremely confused stranger. because the North Continent is now out of bounds. she conceals the computer. points to Olberan. and eventually decides to leave by herself. after a rough start. The Doctor sits up. agrees. announces that the transfer has been successfully completed and calls for guards to put the Doctor’s body into a disposal bag. The Doctor says he can hear the cavalry coming and then everyone in the room is aware of approaching shouts. Terellion overhears Sendet making a telephone call. Terellion fights back tears as the guards zip up the bag. who still has the rescued gronkey with her.

The room is empty except for a pillar in the centre. was prepared to kill. The Doctor. cannot be dissuaded from finding a way in. she says. wave after wave of gronkeys swarm over the guards: they take horrendous casualties. Guards loom over the Doctor and Ace and take aim at point-blank range. Above the globe is a metal hood suspended by a thick cable. It looks like a ruined temple of a lost civilization. As they run from the speedpod. The Doctor says that they have been learning. they could spend years failing to find it from the air. clearing undergrowth and digging trenches. Soon there are hundreds of faces surrounding the foursome. The Doctor explains that although the ship has been there for centuries or millennia. Halfway to the tower. He points towards the jungle: there is a strangely regular clearing. As the speedpod circles over the endless rain forest. staring alternately into the screen of the portable computer and the eyes of the gronkey. who have never previously shown any capability of organized behaviour. Olberan points out that even if it is true. He adds that Velid’s computer records contain references to a fortified camp in the North Continent. They pause at a hole beyond which they can see only a black void. but the guards are overwhelmed. The guards advance inexorably. and its insides consist of a maze of wiring ducts and hydraulic systems. There are no doors. While the Doctor and Ace run towards the tower. At that moment the gronkeys arrive! Running silently from the jungle. Prompted by the Doctor. Velid’s opponents are probably being arrested and perhaps killed. gangs of the creatures can be seen carrying boxes. and from its roofs sprout aerials. He leads the way into the dark chamber. Olberan and Terellion provide covering fire from the speedpod. one of which is overseeing teams of gronkeys. the guards close in. on which rests a black globe from which darkness seems to emanate. and that the Doctor is taking them on a wild goose chase. Terellion weeps as she 18 . The Doctor concentrates and images begin to appear on the screen. The clearing is obviously not natural. The intelligence becomes excited. Olberan and Terellion catch up with the Doctor and Ace at the base of the tower. Arranged in groups across the clearing are modern domes and huts. As the craft lands. The interior of the ship is damaged and the Doctor concludes that it made a forced landing on the planet. they can only await capture. At its centre there is a tall. Ace’s gronkey returns to her and stares into her eyes. Ace remarks that her arrival couldn’t have been more obvious even if she’d radioed ahead. The two New Starhomers are amazed at the gronkeys. Ace says that if ruined spaceship contains anything important. that in Central City. but the Doctor persuades them that they are safer in the old spaceship because Velid would not risk damaging the source of his power. disarmed. the Doctor and Ace realize they are surrounded: pinned down by blaster rays. It is immediately obvious that the building is not an ancient stone edifice: it is made of metal. Olberan protests that they are wasting time. Squeezing through the gaps between ruptured storage tanks and smashed electronic circuits. Olberan alerts the others to the sound of approaching speedpods: Velid has found them already. aware that the unafraid other who joined it and then abruptly departed is returning in a way that the intelligence cannot comprehend. Ace brings the speedpod down slowly. Hortan Velid. each face is a moving mask of abject terror and anguish. the Doctor is worried because he can do nothing to stop the guards radioing for reinforcements and he says he and Ace must move fast. Olberan leads Terellion in a rescue charge that proves futile and they are captured. Ace points out that the guards don’t need reinforcements. The Doctor pats the gronkey’s head and explains that he has an assistant navigator. Ace says there is nowhere to land but in the clearing. It seems that the dark green mammals have been pressed into service as labourers. the little party struggles upwards through the interior of the ship. however. The wall is a blank screen. Olberan and Terellion refuse to be trapped inside the tower and would prefer to take their chances outside. saying that they should all see the terrible truth of the basis of Velid’s new order for New Starhome. The Doctor replies by asking Ace to repeat the information she discovered about Velid’s expedition to the North Continent. it never entirely died. and not of human design.DOCTOR WHO — TIME LORD Ace pilots the speedpod northward over a vast ocean and then over an equally vast landmass covered with jungle. and she takes the speedpod down. and surrounded. thin tower: it is leaning and much overgrown with foliage. and it becomes clear that the settlement is inhabited: small squads of Starhome Guards look up from their tasks. The largest cluster of buildings is next to the thin tower. They find a gap in the tower’s structure. Ace’s gronkey abandons her and flees into the jungle. The apex of the spaceship is a circular chamber with a conical roof. The expedition of which Sendet was a member found the tower and the source of power it contained — power for which the expedition’s paymaster. perhaps centuries before the first human colonists arrived. rooms or corridors. She realizes that it is communicating with her telepathically: it is telling her that there is danger in the tower. dishes and a thick cable that runs to the top of the tower. windows. Ace realizes they have reached a chamber that occupies the top of the tower. in Pax and all over the South Continent. Ace works out that the tower is in fact a spaceship. The Doctor navigates. it must be in the empty-looking nose cone. Ace takes the little craft still closer. as Terellion almost was. The gronkey in the speedpod becomes agitated for the first time.

catch!’ he says. On the screen. They communicate telepathically. Velid catches it in both hands and slumps to the floor as his life force drains into the globe. The guards. are confused. Velid is still smiling. where it smashes into fragments. but have an easy life in the rain forest and therefore no need of permanent settlements or toolmaking skills. whispering that he has known for some time about Olberan’s deception. She launches herself at him. The Doctor introduces the others to the intelligence — the only surviving member of the crew of the spaceship. Ace disagrees. Velid and a contingent of his superhuman guards are ascending towards the chamber. with no sign of intelligence. followed by Velid. seen by the gronkeys in the spaceship. He orders the Doctor to touch the black sphere. Velid complains that Sendet assured him that to touch the globe was to die. The Doctor says that Velid had started to make mistakes: the gronkeys had forced him to press ahead with his plans too fast. The Doctor. Olberan shrugs. Her gronkey leaps from her shoulders and swings from the hood above the globe. tossing the globe to Velid. No one can stop him now. hands over the weapon and says that he had always thought Velid’s plan were too grandiose. and to protect the gronkeys by diverting attention elsewhere. Whenever a gronkey. Velid ignores the interruption and the Doctor picks up the globe. he says. Voices are heard within the ship. that resonated with an image. He tells the Doctor that he has never relied entirely on the globe’s power and has had agents strategically placed for years. such as Terellion’s guest Marna. None of this would have mattered but for the fact that gronkeys were being shipped to the inhabited South Continent as pets. hoping thereby to smother reports of people seeing ghosts. saying that gronkeys are intelligent. and he will go on to conquer all the worlds of the Federation and beyond. With New Starhome completely under his control. After a struggle in which Ace and Terellion prove a match for the unaugmented youths. who turns the gun towards the Doctor. but the Doctor restrains her. He pressed ahead with his campaign for independence. Although they appeared uncommunicative. The Doctor picks up the globe again and concentrates. but he adds that his plans are more far-reaching. Velid will crush all opposition.DOCTOR WHO — TIME LORD recognizes acquaintances who have recently died. and Ace realizes that the Doctor’s stratagem is about to be undermined. Olberan threatens to kill the Doctor. sparks flash from the torn cable. Velid announces that the Doctor’s intelligence will be added to the pool of life forces within the globe. promising peace at last to it and to the hundreds of humans imprisoned with it: he drops the globe onto the floor. including those working in the black globe chamber. Terellion and Olberan don’t understand: they know that the gronkeys are mere animals. picked up a mental signal from a nearby human. the new knowledge was instantly available to all the gronkeys on the planet. Ace. Olberan picks up a blaster and points it at Velid. Now that he is president of the independent planet. such as Terellion’s for instance. The Doctor explains that Sendet has been draining the life from his patients and transmitting the life-forces from the hospital in Pax to the black globe. 19 . but the Doctor says that it’s just a ball. Ironically it was Velid who provided the stimulus: once the enslaved gronkeys at the spaceship site had been shown how to use tools and had heard human speech. the guards enter the room. he has an almost infinite supply of human intelligences with which to feed the black globe. To Velid’s consternation. Ace’s gronkey leaps at Terellion. such as that of Marna’s late husband. distracting her. nothing happens. and he acted swiftly to ban starjade after the Doctor had planted hints that the stone might be responsible for the ghost sightings. He congratulates the Doctor on the Time Lord’s correct assessment of the situation. He glances at Olberan. His guards will be invincible. Thus they saw the tortured images on the screen and became aware of the alien intelligence’s misery and confusion. one of a species that has no corporeal existence and which lives as collective consciousnesses. The Doctor disagrees. Such sightings were occurring all over New Starhome. a hideous alien figure takes shape. the gronkey could not help becoming a conduit for that image -and thus Marna saw the ghost of her husband. ‘Here. The contraption crashes to the floor. The screen goes blank. and why the tough off-worlder has proved to be such an ineffectual ally. Velid has been able to use the accumulating power of the trapped intelligences to augment the strength of his guards and has campaigned for New Starhome’s independence to ensure freedom from Federation interference. gronkeys were trained to clean the black globe chamber. but the Doctor says that there isn’t much point. Terellion starts to say that the Doctor has already survived one such attempt. and therefore have the potential to develop very quickly if given the right stimulus. these gronkeys were in constant mental touch with their fellows in the North Continent. With a burst of blaster fire. and Velid knew that someone would start asking difficult questions. The Doctor’s motives had been to find out whether Velid had something to hide. deprived of the source of their extra strength. and anyway dangerous for humans. The Doctor tells Velid that the game is up. Because the spaceship was so difficult to enter. He speaks to the alien intelligence. Ace suddenly realizes how Olberan managed to break into Velid’s house so easily. Olberan and Terellion are held at gunpoint while Velid gloats about his victory.

but it does help to add an element of realism and significance to a story that might otherwise seem fanciful or trivial. however. As usual. It is set in the far future and includes some standard science-fiction themes such as grounded spaceships. TIME LORD adventures will also show this form of construction: the players. it should be noted that a DOCTOR WHO story is often more than just a science fiction adventure cum detective thriller. Like the best science fiction stories. Finally. as well as science fiction. adopting the roles of the Doctor and his companions and allies. to that of his companion.DOCTOR WHO — TIME LORD Terellion says that it was just as well the Doctor arrived when he did. as well as perhaps a certain amount of brute force. The Necromancers could contain a commentary on the evils of colonialism. aliens. or on the corrupting influence of political power. for instance. will find themselves presented with inexplicable goings-on that will require investigation. has to find out what is going on. The Doctor agrees that it was a remarkable coincidence. the Doctor and his companion arrive to find themselves in the middle of a nefarious scheme. They leave the spaceship and the Doctor’s point is demonstrated: the guards are returning to normal after the sudden removal of their augmented strength and everywhere across the clearing gronkeys have recovered the guards’ weapons and are rounding up the dazed youths. as is even more likely. its plot depends on the interaction of well-rounded characters rather than merely on futuristic technology. and telepathy. The Doctor. And as usual. Investigation usually reveals that the danger is far greater than was at first apparent. NOTES The Necromancers is intended to be a fairly typical example of a DOCTOR WHO story. as well as the reader. Depending on how it was written. A background theme of this nature is not essential. it is not clear what the villainy is or who the villains are. foiling the villainy usually involves threats to the very life of the Doctor or. but adds that even without his intervention the gronkeys were learning rapidly from humans and might well have proved to be a formidable obstacle to Velid’s one-party state. DOCTOR WHO stories are often like puzzles: they have something of the detective story in them. 20 . a DOCTOR WHO story often has a cliff-hanger ending which is resolved by a combination of the Doctor’s remarkable abilities and his companions’ resourcefulness. When you create your own DOCTOR WHO adventures using TIME LORD. As in The Necromancers . you will find that the players will become even more involved in their roles and in the plot if they believe that their characters are fighting a realistic injustice or a believable evil.

DOCTOR WHO — TIME LORD PART TWO Role-Playing: What It Is And How To Do It 21 .

the Kysarans’ Termination Fleet will be unable to make landfall. In the twentieth century. by imagining his character in such situations. you have just taken the first step in role-playing! A BRIEF HISTORY OF ROLE-PLAYING Role-playing lies between play-acting and real acting. When children pretend to be hunters. hopes to project a fully rounded personality on stage. such as psychotherapy and management training. Biting your lip. The Doctor’s diversion has obviously failed: the Kysaran advance guard could send the landing signal to the main fleet at any moment. Actors who put on costumes and pretend to be heroes or clowns are engaged in real acting. The above examples are at the two extremes of a spectrum. You press the red button. All of the role-playing explained so far involves an element of acting: the role-player moves and speaks in 22 . he appears to be unconscious. Have you enough time to follow the Kysarans into the tower. Imagine yourself in this predicament. In order to understand the personality of the character he is representing. you have to hope that no one spots it during the next few minutes. anonymous in blood-red power armour. the message ‘COUNTDOWN’ flashes on the LCD. There is time — perhaps just enough time — to clamber up the ladder and stop the countdown. you hear voices. but just one slip. You try to steady your racing heart and your whirling thoughts. improvisation and role-playing are usually supervised activities bounded by a definite purpose and by rigid guidelines. Perhaps you should continue with your plan. you start to descend. your feet flail in the air until they find the first rung of the rope ladder. Ten minutes should be plenty of time to reach the ground and take cover in the alleys of the ruined city. Lying flat on the slates you peek over the edge of the roof: two gigantic Kysarans. His hands are manacled. how might he react if he were in mortal danger? And what would he do if the threat turned out to be only a practical joke? The actor. rescue the Doctor and get him clear before the blast occurs? You have to decide what to do. If the Doctor is taken to the upper levels of the tower. perhaps. and you risk being blown to bits along with the tower. Actors were almost certainly the first people to use role-playing techniques. but nothing can be done about it now. and most drama students are taught it. As you hang by your fingers. the character blusters when threatened. as it is when an actor performs the dialogue and actions of a play. are marching across the flagstones towards the tower’s entrance directly below you. Without the transmitter. you lift yourself over the parapet. When you reach the roof of the guardhouse. they are play-acting.DOCTOR WHO — TIME LORD Your fingers are trembling. jump to the ground and take shelter in the nearby ruins. Play-acting is unstructured and the rules of play are made up as the game progresses: children’s games of make-believe often degenerate into arguments. you see the courtyard below is deserted. the imminent explosion will finish him. Real acting. You look at your watch: six minutes to detonation. Role-playing is semi-structured: the idea is to allow for spontaneity within a framework of rules. You can already feel the thrill of victory: there is enough nitro-nine packed into this bomb to blow apart the top half of the tower. on the other hand. an actor imagines himself as the character in situations other than those that occur within the text of the play. yet they remain open-ended: the decisions of the participants decide the course of events. One final check: the canister is wedged securely against the control box of the transmitter and the timed detonator is functioning. but you tell yourself it is only the effect of the biting wind that you can hear whistling through the battlements and the rigging of the aerial. A psychotherapist might ask a patient to imagine himself as someone else — his own father. The ladder that snakes up the tower above you is obvious evidence of an intruder. So are adults who put on airs and pretend to be more genteel than they are. fighter pilots. you breathe a sigh of relief. After one final check of the crampons digging into the crumbling stonework. Between them they are dragging a prisoner: the Doctor. just a few seconds’ delay. Peering through the battlements. In these contexts it came to be known as role-playing. You flip open the compartment on the side of the black cylinder and press the buttons of the timer. The Kysarans take him into the tower. with one of the Indians refusing to be gunned down and accusations from the cowboys about cheats who don’t take their shots. two management trainees might be pitted against each other in a hypothetical setting. If. dramatic improvisation is useful in many other areas. mums and dads. As you prepare to jump down to the courtyard. is usually so structured that it is unchangeable. hoping that the Doctor will be kept in the lower part of the tower and will survive the explosion. This technique is widely used by actors today. and you have to decide now. so the transmitter has to be destroyed. As the above examples demonstrate. gladiators. according to the script. it is known as improvisation. doctors and nurses. What would you do? Can you decide? You must decide! Have you decided what to do? You have? Congratulations. Every second counts. with one playing the role of a personnel manager and the other that of a trade union official.

there are three elements in role-playing: a structure of rules and motivations that are supervised by one person. with more than a quarter of a century of television stories that provide a mass of background details and a wealth of characters. Commercially available role-playing games and the hobby of playing them have a relatively short history. Role-playing games. and by the mid 1980s the hobby of playing games had become ingrained throughout the English-speaking world. a sword-wielding warrior. and they create a story between them. Many hundreds of role-playing games have been produced. there was no board. He would have sat. It is possible to imagine Shakespeare. soon. The earliest editions of this game revealed its origins as a cross between swords and sorcery fiction and wargaming with toy soldiers. each adopts a role. dwarfs. real life. a member of a starship crew in Star Trek. no counters. and no definite objective except to create an adventure. But its arrival coincided with a surge of interest in games of all types. They tend to reflect the genres of popular fiction or. The first and best known game was Dungeons & Dragons . Prince of Denmark — and then asked himself: what would Hamlet do when he realized that the funeral he was watching was that of his beloved Ophelia? Any novelist. or even one of the Beatles in a short-lived product entitled Yellow Submarine. sedentary exercise. 23 . Role-playing has become popular as an entertaining pastime. he usually uses a set of established rules to control the session. a hobbit in Middle-earth. DOCTOR WHO. and their simplified offshoots of gamebooks and computer adventure games. At first it interested only a very few people: it was. generals and wizards who led the armies. after all. Dungeons & Dragons was born. and it became a cult hobby among teenagers and young adults on both sides of the Atlantic. It consisted of just three densely printed rule books. elves and goblins fought across a fantasy world. but unless the transmitter is destroyed the planet will be devastated — what would Ace do? To sum up. They invented rules that allowed each player to make decisions on behalf of the individual characters in the game. Books. role-playing can be a silent. television and films were an obvious source of inspiration for role-playing games and manufacturers were quick to produce tie-ins: a gamer can be a fictional spy in the game James Bond. to a much lesser extent. To avoid chaotic disputes about who is permitted to do what. thinking himself into a role — for instance that of Hamlet. The game reached Britain shortly after it appeared in the United States in the mid 1970s. Other role-playing games soon followed. villains and monsters. Having created a wargame campaign in which massed battalions of model humans. and a story produced by the interactions of the decisions made by the characters. Thus a gamer can play the role of an interstellar explorer. But as any writer of fiction knows. TIME LORD is a set of rules that enables a group of people to role-play the characters from the television series DOCTOR WHO: TIME LORD is the DOCTOR WHO role-playing game. one of the group acts as the supervisor. were and are dominant within the hobby. uses exactly the same technique: Ace knows that if the bomb explodes the Doctor might die. the game’s inventors wanted more: they wanted to be able to play the game at an individual level. the military set pieces were being ignored in favour of small-scale adventures in which a band of individual characters would brave the dangers of subterranean labyrinths.DOCTOR WHO — TIME LORD character. to give life to the individual heroes. and indeed any DOCTOR WHO scriptwriter. putting himself into the personality of each of the characters in his plays without leaving his writing desk. A group of friends gather together. who was an actor as well as a playwright. a private investigator or a modern infantryman. the other participants thinking themselves into the roles of the characters involved. an unusual sort of game. is the ideal subject for a role-playing game. quill in hand.

It is more fun and more satisfying for the referee to create an adventure of his own. THE REFEREE AND THE PLAYERS The participants in a role-playing game are the referee and the players. monsters and minor characters. will be required. roughly how long it will last. which are used to provide a visual representation of the rooms and spaces in which the adventure takes place. The players take on the roles of the major characters. the referee may choose to treat it as simply one episode in a longer story: the game can continue. Once again there are practical constraints. 24 . The function of a role-playing game rule book is twofold. a referee cannot be expected to come up with a continuous. these can be drawn in advance by the referee. although the players will find it useful to have copies. and even models to help the players visualize the setting of the adventure.DOCTOR WHO — TIME LORD KEY CONCEPTS IN ROLE-PLAYING GAMES THE RULE BOOK In most proprietary games. each of whom controls one character. It is easy for the referee to create a one-off adventure and find a group of players that can get together for one or two sessions of play. such as the one in Part Five. episodic epics. interprets the rules and plays the roles of the villains. In any case there are practical difficulties: a game with more than half a dozen players will overload all but the most experienced. Apart from a copy of this book (which only the referee needs to have. too) the only equipment required is a supply of paper. and he will have to prepare the adventure in advance of a game session. NUMBER OF PLAYERS In theory there is no maximum limit on the number of players that can take part. There are also space constraints on participants. inventive storyline. Under this arrangement the players can talk easily to each other. will therefore be usual. This book is the rule book for the DOCTOR WHO role-playing game. how long the game will last. where the referee may want to place diagrams. The referee has a considerable responsibility. will be rare. maps. It is also difficult to gather the same players in the same place at the same time over and over again. he administers the game. for ever. The referee devises in advance the setting and basic plot of an adventure. it provides background information and guidelines for creating adventures. pens and dice. if any. although each adventure will probably be designed for a specific number or a set maximum number of players. DURATION OF A GAME A role-playing game need have no time limit. the book of rules is only one of many components: a role-playing game often consists of nothing but a book of rules. can see and hear all the players. quick-witted and resilient of referees. for the use of the game’s supervisor (known in TIME LORD as the referee). Second. no other special components are required. how difficult the adventure will be to complete successfully. pencils and paper to start creating and playing new adventures. and what equipment. Other equipment may be introduced at the referee’s discretion. because ideally all the players should be seated round the same table. such as the Doctor or one of his companions. One of the most useful playing aids is a set of floor plans. Even when an adventure comes to an end. unending. The referee. but this takes time and requires considerable planning and some previous experience of the game. they have a solid surface on which to rest their notes and to write. and it is all that is needed apart from two ordinary six-sided dice. or he can use one of several types on sale in games shops. TIME LORD works best with one referee and three or four players. and whether he should provide any equipment other than the dice. similar to one four-part DOCTOR WHO television story. among them the participants’ need for sleep and sustenance. and they can all see the centre of the table. in theory. pens and paper that are required for every game. EQUIPMENT The referee’s preparations and the imagination of the players are the most important extra components for a game of TIME LORD. with the referee at the head of the table and slightly apart from the players. One-off adventures. First. it furnishes a set of rules to govern the success or failure of the actions attempted by the characters played by the other players. along the lines of those linked series of DOCTOR WHO stories that last for an entire television season. meanwhile. If he uses a ready-made adventure. HOW A GAME IS PREPARED It is up to the referee to decide in advance how many players there will be. he will find his task relatively simple: he will be told how many players the adventure is designed for.

It is suggested that players pick or are given companions who have travelled with the Doctor at the same time: a group of four players might choose to play Ian Chesterton. and the savage monsters or power-hungry aliens. Finally. but in nearly all cases the key to success for the players is co-operation. the players co-operate to explore the setting and overcome the obstacles created by the referee. HOW TO START PLAYING The referee devises an adventure or studies a ready-made adventure. describes the background of the characters. Floor plans and figures are particularly helpful. and the opposition is provided by the referee. TIME LORD. models. does not encourage the players’ characters to take part in looting and pillaging. Such maps and charts can be as simple as a helpful scrawl. A player will generally play either a generation of the Doctor or one of his companions — an ordinary person who has joined the Doctor on his travels. minor characters and monsters. a group of two players might choose to play Jo Grant with the third Doctor. the referee explains how a role-playing game works. If not. can be placed on the floor plans to give an instant idea of the locations and relative positions of the characters and their opponents. the referee can provide maps and charts to help the players visualize the setting of the adventure and understand the relative locations of particular places. usually one for each character in the adventure. if they succeed. true to the spirit of DOCTOR WHO. those adopted by the players are player characters. CHARACTERS Character is the general term used to describe any role that the referee and players of TIME LORD assume during an adventure: the Doctor. Suitable figures can be found at specialist games shops. Apart from the crucial business of keeping their characters alive and functioning. which are used to represent the players’ characters. of course. their characters work as a team. Captain Yates and Sergeant Benton. they can take satisfaction from a job well done. Those characters that are played by the referee are called referee characters. the adventure can commence immediately. to both referee and players. Which characters are played depends on the adventure the referee has planned and on the number of players. Many role-playing games manage to combine the two aims. The information provided in this way should not. TIME LORD is about playing such aspects of a character to the full. averting catastrophes and righting wrongs. Barbara Wright and Susan Foreman in addition to the first Doctor. If the players fail. A role-playing game is different: instead of competing. Metebelis 3 or the Eye of Orion. the players’ objective in a role-playing game is usually one of two types: in some games the main objective is to collect booty and slaughter opponents. THE OBJECTIVE In most games the players compete with each other. pictures.DOCTOR WHO — TIME LORD Miniature figures. The referee describes the situation in which the players’ characters find themselves at the start of the adventure: the game begins as soon as the players respond by telling the referee how their characters react. although the players will no doubt make their own notes. to a gaming session. paper and dice. The referee can also introduce characters he has created which a player can run during an adventure or even 25 . while others are more like detective stories in which the players’ objective is to solve a mystery. exceed that which the players’ characters find out during the course of the game. All characters have beliefs and mannerisms that make them unique. his companions and even enemies such as the Master and the Meddling Monk are all characters. He prepares any other equipment that he thinks will prove useful to himself or to the players — for instance maps. when a skirmish takes place during an adventure. their characters may end up hurt or even dead. and look forward to that relaxing holiday that the Doctor has promised them on Florana. Especially large groups can be catered for by bringing in irregularly appearing characters such as the Brigadier. scribbled quickly to clarify a particular question. not about manipulating the numbers that are used to define his physical and mental prowess. and makes sure that all the players understand their characters’ abilities and the basic principle of the TIME LORD rules: beat the difference. sketches and maps. for instance. Suitable groups are listed with the details of each Doctor in Part Four. and character sheets. or by accumulating a predetermined amount of play money. He gathers together a supply a pens. The villainous plot or imminent disaster. or as elaborate as facsimiles of the very maps that the characters retrieve from the TARDIS’s data store. When carefully painted. The players do not oppose each other. If the players are familiar with DOCTOR WHO and TIME LORD. miniature figures of metal or plastic can be minor works of art and add immediacy to any game. all are provided and managed by the referee. TIME LORD adventures involve the players’ characters in solving mysteries. the game finishes when one of the players wins by eliminating all the other players. He invites players.

The player should not act in the way he would ordinarily react but in the way he imagines the character would respond. made friends with a Chinese girl. Ace. Such characters are ideal choices as new companions. is a member of the Territorial Army might be tempted to have his character fight any alien that was encountered: such behaviour would be accurate if he were playing Sergeant Benton but would be out of character if he were playing Victoria or Nyssa. in Battlefield and teamed up with her to find out what was going on. Yet conflict between characters should not be overlooked as a source of enjoyment: teasing or outright personality clashes are very much a part of DOCTOR WHO. There are some basic tips to ensure your survival in a hostile universe: dodge and run! Most characters can out pace their pursuers. for example. If the enemy is in strength. especially those who are unfamiliar with role-playing. dodge everything unless you are very competent in close combat.DOCTOR WHO — TIME LORD carry on playing in future adventures. the Welsh girl Rachel — who had made motor bike maintenance a hobby — proved a useful ally to the Doctor. for example. in the TIME LORD game they can easily join the Doctor on other adventures. Fighting is dangerous. so a player who cannot throw himself into a role is hardly setting a precedent — in fact he is making an accurate contribution to the adventure! Players should use the descriptions of their characters provided in Part Four to help them imagine how they should act in a given situation. This is the essence of a role-playing game. There are some splendid examples of bad acting in the television series. so running away is always a good idea if the Daleks are still approaching. should not be daunted by the character they are given. In Delta and the Bannermen. so get involved only if you can get the advantages of surprise or numbers. Shou Yuing. The most challenging way of providing players with balanced characters is to allow each player to assume an incarnation of the Doctor and to play an adventure like The Five Doctors or The Three Doctors. Companions often make temporary friends during an adventure and these referee characters can temporarily become player characters to ensure that anyone who wants to play TIME LORD can be assured of a role. TIME LORD is a game and is meant to be fun. Characters should co-operate with each other most of the time because teamwork is vital to the successful completion of an adventure. The enjoyment should come as much from playing a character well as successfully completing an adventure. A player who. Role-playing is like acting: some people are good at it and others are appalling. This solution is recommended only for experienced players: the Doctor’s mysterious nature and erratic genius makes him difficult to role-play well — having five Doctors around magnifies the problem tremendously! New players. 26 . surrender to buy thinking time. once they are on top of you.

Driving 1. Full details of these characters are given in Part Four on pages 84 and 76 respectively. you will appreciate how these different ability scores affect each character’s actions. The important thing to notice is that the two characters have different ability scores: Jamie has a higher Strength ability than Tegan. Next to some of the abilities you will see special abilities.DOCTOR WHO — TIME LORD SWITCHBACK A solitaire DOCTOR WHO adventure On the following pages you will find an excerpt from the DOCTOR WHO adventure Switchback. There will be only one player — you — and therefore you will not experience the complexities that arise in multi-player games. TARDIS 1 Determination: 5. the Highland piper. Edged Weapons 2. You will need two dice. As you play it. for instance. HOW TO PLAY Before you start you should choose which character you want to play. because there is no human referee to respond to the potential variety of your character’s behaviour. your character will be offered only a few options. once as Jamie and then as Tegan. The excerpt has been configured as a solo role-playing game: you will play the role of one of the Doctor’s companions. however. paper and a pen will be useful. Musicianship (bagpipes) 1 Equipment: dirk (edged weapon. the Australian air hostess. or run away. More significantly. Running 1 Knowledge: 4. or anything else that you decide Jamie might do. and Jamie. Mountaineering 2 Size: 4 Weight: 4 Move: 3. Acute Hearing 2. providing you with information about your character’s situation and prompting you to decide what your character should do. Wounds 4) Make a note of this page number. Con 1. this extract from Switchback will introduce you to the concept of playing a character and to the basic rules of TIME LORD. too. or pretend to faint. A few unavoidable simplifications. you will need to consult these character sheets while you play Switchback. or play the bagpipes. and Jamie were to meet an unfriendly monster. or dance a reel. you will gain a good idea of how a game of TIME LORD progresses. Acute Hearing 1. This Switchback excerpt has been adapted to use the TIME LORD game rules. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. there is no referee: the book controls the game. have been made. Marksmanship 1 Size: 3 Weight: 4 Move: 3. Wounds 4) Tegan Jovanka Abilities and special abilities Strength: 3. the possible actions of your character are almost infinite: if you were role-playing Jamie. The use of these numbers will be explained in the course of the game. Alongside each illustration you will find a list of the character’s abilities. Within these limitations. In Switchback. Each ability has a numerical value. Cheat Death 1 Control: 4. but Tegan has a higher Knowledge ability. Marksmanship 2. you might decide that Jamie would attack. Artist 2. Striking Appearance 2 Equipment: laser cutter (counts as edged weapon. If you play Switchback twice. Cheat Death 2 Control: 4. Printed here are summaries of the character sheets of two of the Doctor’s companions: Tegan. which also have numerical values. First Aid 1. Independent Spirit 1 Awareness: 3. for instance. 27 . Brawling 2. Jamie McCrimmon Abilities and special abilities Strength: 5. however. In a real game with a human referee.

If the result is greater than the difference. Just so you know whether you are right. inert and unconscious. but you are powerless to avoid it. you regain consciousness and. you become aware of a regular droning noise. leaving you in the TARDIS control room with strict instructions to wait until he returns. that you have wandered into a maze of corridors. Using even a simple control requires some skill and knowledge. and you wait for the cubicle to start moving upwards or downwards. He has decided that he has to find out where the TARDIS has landed. The result is the difference that you have to beat in order to recover. A ball of fire seems to engulf you. a Drekkar’s Determination is lower than a human’s. If the result is greater than the difference. If you have the TARDIS special ability. you should have worked out that your ability is 5. It seems to have materialized somewhere. you wander into the darkness. Your Move is 3 and the Drekkar is about three metres away (a difficulty of 1). You sense. The TARDIS consists of very advanced technology. Roll two dice. Module 1 The Doctor has been absent for about half an hour and you are becoming very bored. Fortunately. with an aching head and shaking limbs. although the Doctor has been unable to understand the sensor readings. weaving and dodging as you move. The Doctor has tried without success to make his craft take off again. turn to Module 5. if not. you manage to switch off the time rotor. give yourself a pat on the back: beat the difference is the single most important concept in the TIME LORD rules. You have taken 6 Wounds. If you would rather advance on it cautiously. turn to Module 11. your understanding of technology. With your hands outstretched you stumble towards the dimmest hint of light. if you are playing Tegan. In time. You step into it without hesitation. Rushing over to the central console. your body tries to recover. You must try to work out how to switch off the dematerialization sequence. Whether or not you succeeded in turning off the time rotor. This value is known as the difference: Difficulty minus Ability (including special ability if applicable) equals Difference Now you must try to beat the difference (Jamie needs to beat a difference of 3 to succeed. Subtract the lowest number from the highest. turn to Module 7. It has an Determination ability of 1. read The Story So Far and follow the written instructions. you fail. Suddenly you hear a noise: a familiar. with a view to attacking it later. Subtract the lower number from the higher. turn to Module 4. he has gone to explore outside. you stare at the bewildering array of flashing lights. Now back to the adventure: if you managed to stop the time rotor. You eyes are not deceiving you. raucous grinding sound. which with its Hypnotize special 28 . turn to Module 13. which is greater than your Strength ability: you are unable to withstand the assault on your nervous system and are thrown to the floor. You have wandered into a Drekkar control box: the device is attempting to overcome your will and make you subservient. turn the page. among other things. Every task in TIME LORD is given a difficulty: stopping the dematerialization sequence has a difficulty of 6. Subtract your Strength from 6. Module 2 You can see the pulse of energy expanding from the Drekkar’s blaster. your ability to operate the TARDIS should be 3 if you are playing Jamie. your Knowledge on its own is your ability score. Instead. rather than see. Turn to Module 1. Module 3 Your weapon is suitable for use only in close combat. the light starts to pulsate. Module 4 The darkness is almost absolute. You turn a corner and see an illuminated cubicle that looks something like a lift. If the result is equal to or less than the difference. Subtract your ability score from the difficulty (6) of the task you are attempting. so you will have to close with the Drekkar before you can attack it. add that number to your Knowledge to determine your total ability in this case. he will be stranded and you will be adrift in time and space. if you failed. Your Knowledge represents. and the control box cannot automatically control you in the way that it controls a Drekkar. Roll two dice. turn to Module 14. Tegan must beat a difference of 1). there is light ahead. If the result is equal to or less than the difference.DOCTOR WHO — TIME LORD Now choose your character. so you can reach it. much to the Doctor’s surprise. You must do something. think yourself into your chosen role. A shutter descends behind you. The time rotor is moving — the TARDIS is about to take off! If it dematerializes without the Doctor on board. If you decide to hurl yourself at the creature and attack it. The blaster inflicts 6 Wounds. What is your Knowledge? Look it up on your character sheet. You lie there. The viewing screen reveals nothing except darkness. Good luck! THE STORY SO FAR The TARDIS has stopped moving. and you have just learned how to use it. you fail to recover.

you cannot make the door budge. Now. This task has a difficulty of 5. Subtract the lowest number from the highest. metal skin (counts as Armour 5) 29 . The Drekkar topples slowly and silently. Turn to Module 19. Subtract the lowest number from the highest. turn to Module 2. Roll two dice on behalf of the control box. The TARDIS is obviously on the point of dematerializing. the Drekkar’s shot misses you. It approaches slowly and you can make out the shape of a tall. the difference is zero (5 minus 5 equals 0). only to find that the outside world is darker than the interior of the TARDIS. Module 7 You zigzag towards the Drekkar. If the result is greater than the difference. trying to prevent it taking aim at you. Turn to Module 18. and subtract the lowest number from the highest. Roll two dice. and the lights fade as every other circuit in the TARDIS seizes up in sympathy. Suddenly you remember that the TARDIS cannot dematerialize if its doors are open. Make a note of this value. the time rotor slows and stops. Subtract 3 from your Determination: the result is the Difference that the control box has to beat.DOCTOR WHO — TIME LORD ability of 2 gives it a total ability of 3 when attempting to control you. turn to Module 6. You squeeze through the half-open door. The time rotor accelerates relentlessly. Module 8 The Drekkar is less impressive than it looks. You become a brainless slave. if the result is equal to or less than the difference. Turn to Module 9. If the result is equal to or less than the difference. You run to the side of the room and throw yourself at one of the huge doors. so its total ability is its Control of 3 plus its Marksmanship special ability of 1: a total of 4. You can see nothing at all at first. you manage to push the door open. Your Determination is higher than 3. You will find out later — perhaps — that the creature is known as a Drekkar. The Drekkar has stopped moving. Your footsteps echo faintly. so the control box has to beat the difference to subjugate you. landing with a crash on the metal floor. suggesting that you are in a cavernous void. which in this case is 1. then a light appears in the distance. If the result is greater than the difference. Turn to Module 4. The Drekkar tries to shoot you: the difficulty of this task is your Size plus your Control plus the difficulty arising from the range. turn to Module 10. You feel your willpower dwindling and shrivelling while your mind is filled with comforting thoughts of order and obedience. Module 5 You simply cannot work out how to shut down the dematerialization sequence. Consult your character sheet and calculate this difficulty. turn to Module 12. Roll two dice. If the result is greater than the difference. the more confused you become. on behalf of the Drekkar. If your Strength ability score is 5. destined to patrol the dark corridors of this hijacked interstellar colony ship — until and unless you are rescued by the Doctor. Wounds 6). If the result is equal to or less than the difference. It has a Strength of only 2. lumbering. metal-encased humanoid. Opening the door will be a real test of your strength. Subtract your Strength from the difficulty of 5 to produce the difference that you have to beat. Behind you. You do not wait to find out how quickly it recovers: you run into the darkness. The floor sounds as if it is made of metal. Look up your Strength score on your character sheet. and therefore one successful blow from your weapon (which inflicts more Wounds than the Drekkar’s Strength) is enough to disable the large creature. It moves. the occurrence of which is beyond the scope of this small solo game. Module 9 You throw yourself through the door. the Drekkar hits you. try to beat the difference. Make a note of these abilities: Drekkar Abilities and special abilities Strength: 2 Control: 3. Module 6 You cannot resist the power of the control box. Marksmanship 1 Size: 2 Move: 2 Determination: 2 Equipment: blaster (ranged weapon. The longer you gaze at the winking displays. Subtract this figure from the difficulty to find the difference that the Drekkar has to beat. but only a little. but you still have to try to beat it and there is still a chance that you might fail.

your sigh of relief turns to an exclamation of alarm. As the mental pressure recedes. and you are close enough now to hear its muted curse. Subtract this from the difficulty to produce the difference that the Drekkar has to beat to hit you. As it stops. Module 11 You hurl yourself towards the Drekkar without thinking about dodging. You can seize your chance to attack it or to run clear. Now run along. however. In a full game of TIME LORD you would be given further opportunities to try to recover and. The Drekkar’s total ability in this situation is its Control of 3 plus its Marksmanship special ability of 1. find my body. Module 12 Persuasive images of order and obedience to a higher cause batter your brain. Subtract the lowest number from the highest. the Drekkar. and that’s ten minutes too long as far as I’m concerned. and put my mind back into it. however. The control box is unable to overwhelm your will. so there is no difference to beat: you automatically hit the Drekkar. You have to find the Doctor. Module 14 Your attempt to recover from your wounds has failed. When the Drekkar is about three metres away from you. Turn to Module 9. of course. Turn to Module 19. but can you penetrate the Drekkar’s armour-plating? The Drekkar’s metal casing has a protection value of 5. The lights are fading fast. The weapon jerks upward in the creature’s claw. You feel your way through the darkness to the door.’ Reuniting the Doctor’s mind and body is a task that takes us beyond the confines of this brief game. the Drekkar misses and you get your turn to attack. turn to Module 2. He sounds distinctly peevish. You have only two choices: run (turn to Module 16) or attack (turn to Module 3). Module 13 Your fingers stab uncertainly at the controls. Consult your character sheet.DOCTOR WHO — TIME LORD You call out a greeting. Every circuit in the TARDIS is failing. but you can take no further part in this adventure. the Drekkar’s shot hits you. calculate this difficulty. Just in time. as a Drekkar is quite large. of your target which in this case is 2. You have no idea what is wrong with the TARDIS. it lifts some sort of gun and points it at you. Module 15 You try to strike the Drekkar. (Tegan’s Marksmanship special ability will not help her to use a laser cutter. ‘There you are last!’ says the Doctor’s unmistakable voice.) Your total ability is greater than the Difficulty. Your total ability is your Control plus any relevant special ability if you have one. If the result is higher than the difference. The damage you inflict is equal to the Wounds rating of your weapon. If you decide to attack. You present quite an easy target for the creature: the difficulty of its task is your Size plus the difficulty of shooting at the distance between it and you (1). turn to Module 15. Module 10 A bolt of blue energy from the Drekkar’s blaster flashes past your head. If you carry on running past the Drekkar and into the darkness. a passerby — to give you medical attention. ‘What kept you? I’ve been trapped inside this mental imposition machine for at least ten minutes. but there is no reply. there is always the possibility that the referee would arrange for someone — the Doctor. turn to Module 4. Turn to Module 15. If the result is equal to or less than the difference. at least for the time being. You would probably survive. This is a basic combat situation and the difficulty of your task is calculated very easily: the difficulty is the Size. for you have taken your character out of the erratically behaving TARDIS. you become aware of a familiar voice intruding into your mind. or relative smallness. you throw the door switch before all the power disappears and the doors inch open. but you know you cannot repair it by yourself. a total of 4. but you remain unconvinced. but your weapon inflicts only 4 Wounds — less than 30 . encountered a Drekkar guard and successfully thrown off the effects of a mind-controlling machine. Turn to Module 19. Roll two dice on the Drekkar’s behalf. but Jamie’s Edged Weapons special ability will add 2 to his total ability because he is using his dirk. but even as you charge you see a spurt of light from the muzzle of its weapon. You hold your breath: the time rotor begins to slow. And do hurry up about it. and make a note of it. Congratulations are in order.

A NOTE FOR PROSPECTIVE REFEREES By now you know the basic concepts behind TIME LORD. Will you try to dodge the next pulse of energy (turn to Module 7). Module 17 No emotion shows in the Drekkar’s face as your weapon skids uselessly across the metallic plates of the creature’s armour. If the result is greater than the difference. If the result is greater than the difference. Roll two dice. the referee would know the difficulty of each task your character might attempt. You will need a thorough understanding of Part Three and Part Four of this book. The Drekkar has to beat this difficulty of 3 to hit you. or will you throw yourself into combat against the Drekkar in another frontal attack (turn to Module 11)? Module 18 You are trapped in the TARDIS and you cannot prevent it from dematerializing. Subtract the lowest number from the highest. Go back to the beginning and try again! Module 19 We have to leave Switchback at this point: if we printed the entire adventure there would be no room for anything else in the book. you will find that you learn a great deal about the mechanics of playing TIME LORD. Roll the dice and subtract the lowest number from the highest. Subtract your weapon’s Wounds from the Drekkar’s Armour of 5. But you could be anywhere in time and space. Don’t be put off by the number of calculations you have to do during Switchback: this is a solo game and you have to do the work of both player and referee. Now let’s plunge into Part Three. which is a detailed exposition of the TIME LORD rules. turn to Module 17. Eventually the time rotor slows to a stop. This small extract from an adventure includes: the use of an ability to attempt a simple task. recovery from wounds. But don’t start rushing to design your own adventures just yet. the relevant ability of your character and therefore the difference you would have to beat. and you know the TARDIS has come to rest. you should now be ready to play a character in a game of TIME LORD if you have read and understood everything up to this point. Your Move ability is 3 and in this situation your Running special ability of 1 also proves very useful! You can easily outdistance the Drekkar. which is full of information for referees. If you were playing the character of Tegan or Jamie in a real game. however. Add your Size to the difficulty of firing at the distance between the Drekkar and you (now 2). The result (1) is the difference that you have to beat. turn to Module 8. You will just have to hope that the Doctor finds some way of rescuing you. Subtract this total from the difficulty to produce the difference — the answer should be 3. The result is the difficulty of the Drekkar’s task in hitting you. minus the difficulty caused by its movement (1) — a total of 3. Module 16 The Drekkar has a Move ability of only 2. and then you should study Part Five. But if you play through this solo game a few times. your blow penetrates the Drekkar’s Armour. All you would have to do is to roll two dice! A NOTE FOR BEGINNERS Even if you had never heard of DOCTOR WHO and role-playing games until you started reading this book. this adventure is at an end. Part Three and Part Four of this book will provide you with a wealth of further information about the game and about the DOCTOR WHO universe. for the moment. The Drekkar’s total ability is its Control of 3 plus its Marksmanship special ability of 1.DOCTOR WHO — TIME LORD the Drekkar’s Armour. much of which will be very useful to you as a player. and frequent use of the basic rule of TIME LORD: beat the difference. the use of an ability to resist a mental attack. Otherwise the pulse of blue energy crackles harmlessly past you. It merely continues to bring its blaster to bear on you. If the result is equal to or less than the difference. close combat and ranged combat. turn to Module 4. You find yourself staring into the smoking muzzle of the energy weapon. but as it lumbers after you it takes a shot at you with its blaster. using first one character and then the other. the Drekkar’s shot has struck you. whether you are playing Jamie or Tegan. your weapon slides harmlessly across the creature’s armour. turn to Module 2. 31 . many examples of the effects of different abilities on the balance of play.


Where TIME LORD refers to a common ability. He compares the numerical value of the character’s ability with the difficulty and makes a note of the difference. players should trust his judgment. typically from 1 to 6. It is possible. It is important to understand what is meant by abilities. aim to make the game as simple as possible: only two sixsided dice — the type that can be found in a game of Monopoly or Risk — are used. the referee will often ask players to roll the dice to determine whether their characters’ actions succeed or fail. In most cases. Players. and this value is known as the result. how to use the dice. Players and the referee should read this chapter carefully. does not know the difficulty he has to beat and rolling the dice introduces an element of doubt. however. 33 . Knowledge. however. The result of rolling 1 and 6 is 5. In the course of the game. judging from the scuff marks in the soil on both sides. Each of a character’s abilities is assigned a numerical value. Determination and Awareness. or have it explained to them by someone who knows the rules. He succeeds — in effect he beats the difference — if the result on the dice is greater than the difference between his ability and the difficulty. Tegan and Nyssa are trying to catch up with the Doctor. Whenever the rules ask a player to beat the difference. but Nyssa is finding it tough going in her Traken court shoes. The best result is 5. where 1 indicates a low aptitude for the subject and 6 indicates a high aptitude. Weight. A special ability is an ability that enhances one of these eight common abilities: Marksmanship. Size. He decides how difficult it is to succeed and assigns a numerical value from 0 to 10 as the difficulty. His player rolls the dice with the aim of beating the difference between the difficulty and the character’s ability. Move. He fails if the result is less than or equal to the difference. the referee needs to set aside time to read the rules at least once. They are confronted by a chasm that the Doctor has clearly jumped. it means the dice must be rolled to beat the difference between the character’s ability and the difficulty of the task he is attempting. it is one of the eight abilities that are common to all characters: Strength. usually 1 or 2. in which case they should feel free to play after only skimming the rules. the result of rolling 3 and 4 is 1. and his player does not have to roll the dice. The lowest number rolled is subtracted from the highest. can largely make do with knowing only the few rules in this chapter. for example. that the referee may tell him to roll the dice just for dramatic effect: the player. Special abilities typically have low values. To make it clear which value should be used. Tegan is coping admirably in her flat-soled air-stewardess’s shoes. after all. Unlike most other games. so this chapter is still recommended reading! ABILITIES Abilities simply represent a character’s physical or mental capabilities. because their values are added to the appropriate common abilities instead of being used on their own. where the numbers on the dice are added together. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game’s workings. however. Both dice are always rolled together and the result is always determined the same way. does differ from many games in that the dice do not always have to be rolled to determine whether a character’s actions succeed or fail. how distance and movement affect game play. and Tegan’s player decides they have to jump it to follow him. and how to take turns before trying to learn the rest of the rules. TIME LORD uses the difference between the numbers. BEAT THE DIFFERENCE The dice always have to be rolled if the character’s ability is equal to or less than the difficulty. only the value of the special ability on its own should be used: the value of the common ability is not added.DOCTOR WHO — TIME LORD BASIC CONCEPTS TIME LORD is a simple yet sophisticated game that has a few basic mechanisms on which the rules rely. however. the result is 0 if a double 6 is rolled. the worst result is 0. Experienced role-players will probably find that much of the structure of the game is familiar to them. Control. Whatever the character is doing is well within his ability to accomplish. who has sprinted off ahead of them across rough terrain. USING DICE Role-playing games can be complicated affairs. They indicate what he can or cannot do in terms of TIME LORD’s rules. TIME LORD. only the referee knows the difficulty and therefore the difference that must be beaten. There is a chance that the character may fail because he is attempting something that is beyond his ability. enhances a character’s Control in combat and First Aid enhances a character’s Knowledge when trying to heal an injured person. It is the referee who needs to have a more thorough grounding in the system. using many-sided dice in different ways to determine the outcome of events. A character whose ability is greater than the difficulty automatically succeeds. If the rules say special ability. The rules of TIME LORD. TIME LORD uses total ability to indicate that the sum of a common ability and an appropriate special ability should be used.

are at a range of 0. such as those about 10cm square used for telephone messages. Miniature figurines can be used instead of counters — there is a wide selection of different types and makes available from specialist games shops. however. A nine-area location. all the plan has to do is allow players to envisage where they are. such as plastic tiddlywinks. Counters. Ludo counters or coloured pieces of cardboard. More notelets can easily be added to a location to maintain a sense of distance. 34 . Each square represents one area and in play is formed by using a square telephone notelet — or a beer mat! Barbara is at a range of one area from the Dalek. This distance is the range. for example. it helps to have a visual representation of the action so that everyone knows where everyone else is and does not feel unfairly treated because they cannot see what is going on. When the referee draws up a plan of a location for the players he should divide it into areas. Characters can move from one area to another during their turns: some characters may be able to move further than others depending on their abilities. After Tegan successfully leaps the chasm by rolling a 3 and a 1 to get a difference of 2. The scale does not have to be accurate. however. more could be added to allow Ian and Barbara to run in any direction from the Daleks. takes them off. especially if the characters are running across countryside. not including the area that the first one is in. One area can contain a number of characters. An area purely indicates a tactically important space. The notelets should be arranged so that each row of squares is staggered. Nyssa’s player decides that it is foolish to try the jump in shoes. Objects in the same area. Distance in TIME LORD is measured in areas. and has decided the relevant ability to use is Control. Special features such as furniture or trees can simply be drawn on the notelets. therefore. whether it is outdoors or indoors. DISTANCES TIME LORD uses neither metres nor yards to determine the distance between objects or the distance that characters can travel in a certain time. The ideal ones are made of metal and are 25mm to 30mm high. In buildings. The referee lowers the difficulty to 4. and is used in combat to modify the chances of hitting someone with a gun or blaster. Tegan’s player has to beat a difference of 0 for his character to make the jump. Barbara is at a range of four areas from the Daleks. The distance to an object or a person in areas affects the difficulty when a character tries to use certain abilities. tables. The referee should sketch a bird’s-eye view of the characters’ surroundings. so Nyssa’s player now needs to beat a difference of only 0. but Nyssa’s player needs to beat a difference of 1. Sometimes. most areas will be about 3 metres by 3 metres — enough space for five or so people to move about and exist comfortably in. Both characters have Control 4. An area is best thought of as being similar to a square on the board of a game such as Monopoly or Risk. The area just groups characters together to indicate the proximity of one to another. Instead of drawing up a plan. they contain lead and are not recommended for small children. Figure 1 Figure 2 Barbara Ian Barbara Dalek Ian Daleks Figure 1: Eleven square notelets have been laid down in staggered lines to start a chase scene. however.DOCTOR WHO — TIME LORD The referee has allocated a difficulty of 4 to the jump across the chasm. and leaps. Figure 2: Areas. It also affects the chance of spotting something or someone concealed in an area. Ian is at a range of two areas from the Daleks. which he makes 5 in Nyssa’s case because he knows she is wearing unsuitable shoes. benches or trees. Range is measured as the distance from one object to another. referees and players may find it more convenient to represent a location using a number of tear-off square notelets. COUNTERS AND FIGURES Role-playing games such as TIME LORD do not have boards and can be completely played out in the imaginations of the players and referee. This is especially so if the characters get involved in a fight. objects in adjacent areas are at a range of 1. could be represented by nine notelets arranged in the right shape. just as one square on the board can contain a number of playing pieces. Ian is at a range of two areas from the Dalek. can be placed on the plan to show indicate the position of each character and enemies such as Daleks. Areas do not have a fixed size or shape: the referee decides how big they are and can even choose to have areas of widely differing sizes and shapes. and mark on key objects such as the TARDIS.

but is assumed to have stumbled or tripped in his effort to move faster. Easy terrain includes open flat ground such as parkland. Most humans have Move 3. each area presents a difficulty of 1 to the character’s movement. This counts as the character’s action for the turn. Areas of terrain with a difficulty of 3 are rare. stairs are only a minor handicap to the Doctor and his companions. Each research turn represents 15 minutes of real time. Most companions have the special ability of Running — most of them have plenty of opportunities to practise this skill in their adventures with the Doctor. however. his character moves only the number of areas he could ordinarily travel without needing to roll the dice. A character who wishes to move a number of areas equal to or greater than his Move ability must beat the difference between the cumulative difficulty of the terrain and his Move. play then passes on to the next person. Conventional boardgames usually use a turn to limit what one person can do. shingle beaches and bracken-covered or gorse-covered moorland. A character who travelled across two areas of even ground (difficulty 1) and one area of scree (difficulty 2) would face a total difficulty of 4 to get into the scree-strewn area. flat ground such as short grass or indoors. for example. Work that takes a long time to accomplish.DOCTOR WHO — TIME LORD MOVEMENT The distance that a character can cover in one turn depends on his Move ability. such as strong underwater currents or virtually impassable terrain. a turn is used to determine what all the players can do in the same amount of time. Such a character may still have an action in that turn. where progress is likely to be slow. TERRAIN Not every piece of ground is easy going: long grass. such as shooting a gun or evading an attack. loose sand. a car or motorbike to travel further than normal. Obstructed terrain has a difficulty of 2 an area and includes jungle. water. A character who wishes to move from one area to an adjacent area faces a difficulty of 1. scree and the rough. work themselves out without anyone having to tell the participants what they can or cannot do. overgrown woodland. A character may have special abilities that enhance his Move ability. roads. Their actions and reactions to other people. is regulated by research turns. Action turns are used to regulate hectic action such as combat or chases where the second to second decisions of the players and their opponents quickly change the situation. A character’s Move. pavements. such as scientific research or clearing away the rubble from rockfalls and cave-ins. TIME LORD is a game. Move works the same as any other ability. A character with Move 3 who wished to travel five areas would have to beat a difference of 2 to succeed. In this way. because some characters may find certain types of terrain more difficult than others. a character who wishes to move three areas faces a difficulty of 3. If the player fails to beat the difference. is not the number of areas he can move: it is purely his ability to cover distance. He still moves in the direction he intended. 35 . Each area that a character moves presents a cumulative difficulty. hills. A character with the Driving special ability adds his Driving to the Move of. Some of these special abilities are added not to the character’s move but to the Move of a vehicle. In TIME LORD. An action turn represents the passing of only a few seconds — the exact amount of time is not important because any activities that take place in action turns are quickly resolved. say. however. and needs to regulate characters’ actions so that the players and the referee know what happens and when it happens: TIME LORD does this by using turns. Each area of easy terrain has a difficulty of 1. however. The character may not have another action whether he succeeds or fails in his attempt to move further than normal. can levitate up or down stairs. Difficulties as high as this are usually assigned by the referee to represent extraordinary situations. There are two types of turn: the action turn and the research turn. mud. TURNS Even a small group of people can cause an immense amount of confusion in real life if all of them decide to do something different at the same time. stony ground of a typical chalk pit all increase the difficulty of moving. The difficulties given for terrain are only guidelines. It follows that any character can move a number of areas less than his Move in a turn: a character with Move 3 can move up to two areas. The effects of terrain are always cumulative. If a character uses such a special ability it counts as his action for the turn. but this requires phenomenal amounts of energy and is accomplished only slowly. floors in buildings and open woodland. A character with Move 3 and Driving 1 would have Move 6 if he drove a Move 5 vehicle. Daleks. He would need to roll a difference of 3 or more on the dice. On ordinary. Research turns mark the progress of time during an adventure. although it may take more or less time than that to resolve the actions which take place during such a turn. although the First Doctor has Move 2 to account for the limitations of that particular generation.

such as the time that a bomb is due to go off or the point at which invasion fleet of an alien menace arrives. such as Control.DOCTOR WHO — TIME LORD Players will usually only be aware of action turns during the game. The players say what they want to do in a turn and the referee works out what this means in terms of actions. Most of the time it is possible to express what a player wants to do as the use of one of his character’s abilities. There is no set order of events in a turn. ACTIONS Each character can in general use only one ability during a turn. Each player says what he wants his character to do when asked by the referee. the results are worked out and then applied simultaneously. A character who wants to shoot someone uses his Control or Marksmanship abilities. 36 . and the use of such an ability is called an action. It is possible for a character to travel a limited distance — less than his Move ability in areas — and still use another ability. one who wishes to analyse a plague virus uses his Science ability. Movement is an exception to the number of abilities that can be used in one turn. Running or Science. The referee decides when one turn ends and the next one begins. It is the referee who uses research turns to mark the players’ progress through an adventure and to determine when events happen. or even to flee from an enemy before firing. In this way it is possible for characters to close on an enemy and attack. Marksmanship. It may be that the referee has to rule it is impossible for a character to achieve all that his player wants him to do in one turn. Their characters’ actions are predominantly of the moment.

is a savage yet is descended from technologically minded ancestors. need not have a high Knowledge because a character could come from a regressive background: the Doctor’s companion Leela. are Size 4. for example. Big people. The ability is typically used to determine whether a character can crawl through ventilation shafts or narrow openings. It determines how easy it is to physically pick up the character and whether the character will fall through fragile floors or set off weight-sensitive traps. The ability roughly indicates the type of civilization that a character comes from because it summarizes the experience a typical person from a particular time and place might be expected to have. By default. Determination and Awareness. so a character can be short and fat or tall and thin yet still have the same Weight. Abilities represent a character’s muscular power and toughness. A character from the future. An animal such as a horse has a Move of 4. and how quickly the character recovers consciousness or heals once he is wounded. with six being the best. It represents suppleness. Size. his powers of deduction and so on. Control is the ability used when a character has to leap chasms or climb trees or mountains. When the Doctor explains a complicated scientific principle it is the character’s Knowledge ability that determines whether he understands the concept. would find it harder to pass through the narrow openings that small or slightly built companions such as Jo Grant and Ace could wriggle through. the smaller he is: Size is just a measure of relative smallness. such as the twenty-first century. If the Doctor has to analyse the weakness of an enemy so that he 37 . These rates of movement. Strength determines the length of time for which a character could keep running while pursued by an enemy as well as how long he could hold his breath under water. it also determines his defence against attacks from opponents. however. A human has a Move of 3. might indicate a character from a primitive background such as medieval Europe or even Roman times. The ability is as much a guide to fitness as it is power. CONTROL Control is the measure of a character’s agility. Most human characters have a Weight of 4. Weight and Move. say Size 2 or 3. hand to eye co-ordination and whether the character is clumsy or articulate. a heavily built human would have a Weight of 5. where the Size of the opening is the difficulty of squeezing through. Control. Low Knowledge. however. A small or lightly built human would have a Weight of 3. for example. It is his ability to lift and push objects as well as to withstand injury and to damage opponents in hand to hand combat. KNOWLEDGE Knowledge is a character’s ability to recall and understand information and to make sense of science and technology. The ability is not measured in pounds or kilograms. each value represents a broad range of mass. they are also a measure of his resistance to another character’s abilities. both species move at about the same speed. the rules assume that most targets are the same size as an average person: Size 3. The ability is mainly used to determine how easy it is to hit a character. are slow. STRENGTH Strength is the character’s muscular power. Abilities not only indicate what a character can do. MOVE Move is the character’s ability to cover distance and is determined by the character’s species.DOCTOR WHO — TIME LORD ABILITIES What a character can or cannot do in TIME LORD is determined by the abilities that define his physical and mental powers. It is important to understand that the bigger a character’s Size ability. his agility. The ability determines how accurate the character is at firing guns or striking with his fist or a melee weapon. however. Eight abilities are common to all characters: the physical abilities of Strength. Each ability has a numerical value of one to six. All objects also have Weight abilities which determines how easy they are to pick up or carry. for example. SIZE Size indicates a character’s height and build. Strength is the ability used to determine whether poisons take effect. A character with high Knowledge would typically come from a point in Earth’s future. WEIGHT Weight is a measure of the mass of a character. and the mental abilities of Knowledge. Particularly old or feeble characters may have a low Move to represent their frailty. a large adult would be Size 3. The ability is also a measure of a character’s endurance. as does a Cyberman. Small adults and children. a human mounted on a horse would therefore be able to travel at the horse’s rate rather than his slower speed.

a character has a chance of succeeding or failing in the attempt. in addition to the eight common abilities: special abilities represent extra skills or areas of knowledge that have been learned through hobbies. In effect he must beat the difference to succeed. for example. He is trying to influence their behaviour. Determination is also the ability used to resist mind-controlling machines or to engage in psychic conflict. A special ability enhances the appropriate common ability when it is used. Determination is used to decide whether a character is influenced by the words or actions of another character. High Awareness is also a characteristic of streettraders — people who are used to haggling about the prices of goods. The character fails and must suffer the consequences if the difference rolled on the dice is less than or equal to the difference between the difficulty and the character’s ability. Indomitable Will is added to the a character’s Determination to resist attempts at hypnotizing him. Guidelines on assigning difficulties are given in the referee’s section. this chance of success or failure depends upon his abilities. Special abilities will often indicate quirks of behaviour that can be highlighted. Awareness also gives a character the chance to hear an enemy or creature that is creeping up behind him. called special abilities. Jo Grant is locked in a room which has a high window. or they can be unusual natural talents. sports and work. All abilities give the players information that can be used to develop the personalities of characters. Knowledge also is a character’s ability to believe or disbelieve in the improbable. He succeeds if the difference between the numbers rolled on the dice is greater than the difference between the difficulty and the character’s ability.DOCTOR WHO — TIME LORD can develop a gadget to exploit it. The appropriate ability for this challenge is Control and the referee 38 . would be appropriate for a character whose hobby is rifle-shooting or who had been in the army. it is the ability to doubt. OTHER ABILITIES Most characters have other abilities. When facing the Master. When a character is searching for a hidden opening mechanism for a door or is trying to identify whether a group of people in the distance includes friends or enemies. whether by speaking or through writing or art. for example. his Knowledge determines how long it takes him to solve the problem. The challenge may be to build an electronic device to defeat an enemy or simply to leap a chasm that runs across the only route to a destination. Determination is the ability that decides whether the character faces it bravely or is terrified by its presence. Knowledge also provides inspired insight: when the characters have done everything they believe is necessary to overcome an enemy and the referee knows there is something they have missed. so she decides to jump up to get a hand hold. It represents the character’s senses and his ability to communicate. If a character encounters a hideous creature. HOW TO USE ABILITIES Characters in a TIME LORD adventure will often be faced with challenges that they must overcome to progress further. The ability of Marksmanship. These special abilities typically have a value of 1 to 3. Great orators and diplomats would have high Awareness. Each one is a specialization of one of the eight basic abilities. the value of a special ability is rarely used by itself. and the player must roll the dice to determine whether the character succeeds or fails. a skill which relies upon his ability to interpret their mood and upon his communicative skills. AWARENESS Awareness is a character’s ability to react to his environment. It represents his ability to stick at something despite adversity. Marksmanship. DETERMINATION Determination is a character’s mental resolve. increases a character’s Control when he fires a gun. it is a character’s Determination that enables him to resist being hypnotized or to remain unmoved by the Master’s entreaties. Anyone who enters the TARDIS for the first time will find their Knowledge tested. There is a chance that the character may fail if the difficulty of the challenge is greater than or equal to his ability. Whatever the nature of the challenge. Cowards or natural survivors usually have a low Determination. The character automatically succeeds if his ability is greater than the difficulty: the challenge is judged to be easily within his ability. A character who is negotiating with other characters also uses the Awareness ability. someone who habitually carries lots of junk in his pockets might have the ability of Resourceful Pockets. The player whose character is attempting the challenge compares the character’s ability with the difficulty. Even by moving furniture she cannot quite reach the sill. The referee decides which of a character’s abilities is appropriate to a challenge and also how hard it is to accomplish: this is the difficulty. The player has failed to beat the difference. it is Knowledge that gives the characters a chance of remembering or thinking of such details. it is the character’s Awareness that decides if he succeeds or fails.

a circus performer or a zoo-keeper. hungry predator can be dangerous. Acting [Awareness] Acting allows a character to play the part of another person. could use this ability to help him jump a chasm. which gives her a total ability of 5 if she is held prisoner and tries to wriggle free of her bonds. Artist [Awareness] The Artist ability means the character can paint or draw well according to the concepts of art of his time. The character has a second chance of making a gadget work using his Bench-thumping ability to determine whether he is successful. The person playing Jo needs to beat a difference of 1 on the dice to succeed. Bargaining. given time. Jo’s Control is 3. She does not use the Escapology value of 2 on its own because it is a bonus that is added to her Control. whether it is a longbow or a crossbow. tigers or elephants. The common ability that each one enhances is given in brackets. for example. Jo has Escapology 2 and Control 3. SPECIAL ABILITIES The special abilities listed here are those skills or talents most likely to be encountered or used by the Doctor and his companions. Artist allows a character to draw sketches of objects or people which will be generally recognizable and of the right proportion. USING SPECIAL ABILITIES Sometimes a character will be faced with a challenge that is appropriate to one of his special abilities. Such a character could. Animals will regard such a character as friendly. however.DOCTOR WHO — TIME LORD decides that it deserves a difficulty of 4. lions. 39 . The bow’s Wounds rating is used instead of the character’s should an arrow hit its target. It is not a skill that can be used on its own: anyone who resorts to Bench-thumping must first have tried to repair or make an object using an ability such as MacGuffin. Bargaining [Awareness] Bargaining is the ability to obtain a fair price for goods or services. Animal Empathy [Awareness] A character with the animal empathy ability gets on well with animals and can persuade timid ones to approach him. either by mimicking that person’s voice or by physically impersonating him. so a character with Animal Handling could be an exotic dancer whose act includes snakes! Archery [Control] Archery is the ability to shoot accurately with a bow. A character with Astrogation knows how to use the advanced instruments necessary to set a course or to identify locations in space. Animal Handling [Determination] Whether as an animal trainer. A character with Leaping. teach them to do tricks: he knows an animal’s habits and instinctively knows how it will react in certain situations. The character may have to dress appropriately to be convincing in the role. the character has experience of handling animals such as horses. such as an assailant approaching stealthily from behind or the gentle hiss of knockout gas escaping from a container. Astrogation [Knowledge] Pilots of spaceships would be lost without Astrogation. The value of the special ability is added to the appropriate ability and the total is used to determine whether the character succeeds or fails. is effective only if each person involved can communicate with the other. which means the difference is 1. although even a friendly. The ability extends to reptiles. Bench-thumping [Control] Anyone who can get a television set to work by hitting it or persuade a gadget to work by thumping the laboratory bench in exasperation has the Bench-thumping ability. Acute Hearing [Awareness] Acute Hearing enables a character to hear quiet sounds that other characters might not notice. one with Escapology could apply the ability if he were held captive and tied up with ropes. an advanced form of navigation that allows explorers to find their way around the universe. A character with the Bargaining ability has an intuitive feeling of an object’s worth and has the negotiating skills to obtain the right price.

DOCTOR WHO — TIME LORD Table 1: Common abilities and special abilities STRENGTH Cheat Death Iron Constitution Pain Resistance Quick Recovery Regenerative Powers KNOWLEDGE Astrogation Computing Cryptanalyis Cybernetics Detective Powers Electronics CONTROL Archery Bench-thumping Blunt Weapons Brawling Dancing Edged Weapons Escapology Fast Reactions Fisticuffs Gymnastics Juggling Leaping Lockpicking and Safecracking Marksmanship Martial Arts Mountaineering Sense of Balance Sleight of Hand Sports Stealth Thrown Weapons MOVE WEIGHT No special abilities Driving Piloting Riding SIZE Contortionism Running Sailing Swimming 40 Engineering Explosives First Aid History Law Linguistics Mathematics MacGuffin Mechanics Medicine Navigation Occultism Photographic Memory Poisons Pseudoscience Robotics Science TARDIS Temporal Science Transmat Wilderness Lore DETERMINATION Animal Handling Command Gloating Hypnotism Independent Spirit Indomitable Will Strong Passion AWARENESS Acting Acute Hearing Animal Empathy Artist Bargaining Bureaucracy Con Disguise Eloquence Gambling Intuition Keen Sight Musicianship Precision Refined Palate Resourceful Pockets Screaming Sensitive Nose Serendipity Singing Striking Appearance Tracking Ventriloquism .

A character with Strength 3. Cryptanalysis [Knowledge] A character with Cryptanalysis is adept at formulating and breaking codes. Anyone who contorts their body using this ability has a Size equal to his usual Size plus their Contortionism. Brawling [Control] Brawling is the dirty tricks form of close combat where anything goes. Computing is also a character’s ability at cracking computer security. A character in this state. such as a club. mace or walking stick. such as salute or shoulder weapons. The Con ability might be used to convince security guards that the character is really a friendly agent in disguise. can take 6 Wounds before dying. however. one with Strength 3 and Cheat Death 1 can take 8 Wounds before dying. Whether the character is skilled at formal court dance of the 15th century.DOCTOR WHO — TIME LORD Blunt Weapons [Control] The Blunt Weapons ability allows a character to use any blunt weapon. Cryptanalysis might prove useful in addition. Cheat Death increases a character’s Strength when determining the number of Wounds that cause death. Cheat Death [Strength] A character with the Cheat Death ability is either lucky or has a strong will to live. in combat. Con [Awareness] Con is the ability to pull the wool over other people’s eyes. his peers at least will recognize his talent. or make the player solve it using his own brainpower with the help of a few hints to reflect the character’s Cryptanalysis ability. Computing [Knowledge] Computing is the ability to use computers to elicit information as well as to program them. Cybernetics [Knowledge] Cybermen are the undisputed masters of Cybernetics. the use of mechanical and electronic components to replace organic limbs and organs. however. With the right tone of authority it is possible that a character who shouts an order can convince anyone who is trained to obey commands to do as he wishes. Dancing [Control] A character with the Dancing ability can co-ordinate his movements to look graceful or at least vaguely with it on the dance floor. quarterstaff. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. Command [Determination] The ability to give orders is hereditary among nobility and is vital to army officers. may not dodge in combat. Contortionism [Size] Contortionism is the ability to make a character’s build smaller by dislocating joints and twisting the body to occupy less space. Players who have characters with this skill should try to think of clever manoeuvres to exploit an opponent’s weaknesses. Human scientists. Cheat Death enables a character to survive damage that would ordinarily kill most people. 1960s go-go or 1990s house. It gives the character the skill to use improvised weapons such as chairs and vases at an ability higher than his Control: the character’s Brawling is added to his Control to give his combat ability. for example. such as a replacement eye which would allow the character to see infra-red light. have also studied the subject. Referees can choose to have the character solve a code by simply rolling the dice. 41 . Bureaucracy [Awareness] Civil servants are masters of Bureaucracy: they are able to bamboozle ordinary people with the complexities of red tape and equally they are able to slice through bureaucratic restrictions to speed progress through the ranks of a large organization. Cheat Death extends the range of Wounds at which a character is seriously wounded. A character can use Bureaucracy can be used confuse lesser bureaucrats by implying that he knows procedure better than they do and sending them off to do pointless tasks. In effect. it could also be used to misdirect people by persuading them that a source of danger is in a different place from its real location. The ability allows a character to build cybernetic parts and devices which imitate other abilities.

It implies a knowledge of procedures. although even she found some knots were difficult to untie quickly. she developed her own. First Aid [Knowledge] First Aid is the commonsense application of life-saving techniques or medication to keep an injured or unconscious person alive or prevent him from getting worse. Explosives [Knowledge] Explosives is the ability to place explosive charges and bombs in the position where they are likely to do most damage. On an immediately practical level. it indicates that a character knows how to handle badly injured patients. When a character with Fast Reactions encounters another character with Fast Reactions. although the Doctor usually frowns upon its use. the one with the highest special ability reacts first. With this ability a character can effectively change his height. axe or spear. nitro-nine. Ace is the Doctor’s companion who knows most about explosives. stance and mannerisms so they are unlike his own or like those of someone else. motorbikes. Escapology [Control] Escapology is the ability to escape from bonds such as ropes or chains. contortionism. Fast Reactions [Control] A character with Fast Reactions can act before any character without this ability. A character who wished to tilt the car he was driving so that it could pass through a narrow opening would need to have the Driving ability. First Aid is the ability to bandage and splint injuries. Disguise [Awareness] Disguise is the ability to change a person’s appearance using masks. for which a character needs Acting. Edged Weapons [Control] The Edged Weapons ability allows a character to use any weapon with a cutting edge or stabbing point such as a sword. jetbikes and hovercraft in difficult manoeuvres. plastics and ceramics and how such properties can be employed in construction. Driving also allows a character quickly to familiarize himself with a strange vehicle. and how to build new ones or alter existing ones.DOCTOR WHO — TIME LORD Detective Powers [Knowledge] Detective Powers is the ability to notice tiny clues and to remember countless pieces of information which can later be pieced together to explain other characters’ motives and actions. It combines subtle body movements. what they do. lockpicking and knowledge of knots so that the character is in the best position to escape from his bonds once his captors are no longer paying attention. Nitro-nine has proved usefully destructive at times. make-up and clothes so he resembles someone else. It does not include the ability to sound like another person. Electronics [Knowledge] Electronics is the ability to understand electronic components and circuits. Jo Grant learned Escapology as part of her training as a UNIT agent. Driving [Move] Driving allows a character to control vehicles such as cars. It is also the ability to develop new types of explosive. Engineering [Knowledge] The Engineering ability gives a character an understanding of the physical properties of materials such as metals. A character uses his total ability of Knowledge 42 . Fast Reactions would allow a character to strike another in combat and resolve the effects before his opponent had a chance to strike back: it breaks the rule that all combat is simultaneous. The weapon’s Wounds rating is used instead of the character’s should the weapon hit a target. and a character with this ability will rarely put a foot wrong when addressing important people. it allows a character to assess how much time it will take for pursuers to cut through bulkheads or airlock doors. Eloquence [Awareness] Eloquence is the ability to use the correct form of address when negotiating with nobles. The Master frequently disguises other people to resemble himself so he can make his getaway. A player whose character is told vital information may forget it during the course of the game: if the character has Detective Powers then that player should be reminded of this information when it becomes important again.

and remains in firm control of his mind. A character using Fisticuffs inflicts Wounds equal to half his Strength. the Master’s technique is simply to say: ‘I am the Master and you will obey me.DOCTOR WHO — TIME LORD and First Aid to determine whether he successfully applies the techniques. Intuition [Awareness] A character with Intuition can sense when something is not quite right. A character with this ability may need the help of an object to hypnotize someone.’ Independent Spirit [Determination] Anyone with Independent Spirit is not easily persuaded to do things against their will: although they may be asked or told to do something. for example. giving his captives time to formulate a particularly cunning plan of escape. The Iron Constitution ability is added to a character’s Strength whenever he has to resist the effects of wounds or poison. The Doctor needed a spinning disc to hypnotize Aggedor on Peladon. but heals only an amount equal to his special ability on its own. Its main use is for entertainment. whether by luck or through an ability to cheat without being noticed. Only the character’s fists are used. History [Knowledge] The History ability indicates that a character is well versed in events from his past: he can remember key dates as well as details of older civilizations’ lives. Gambling also gives a character a chance of noticing whether another gambler is cheating. but two characters with Juggling could accurately throw objects between them to confuse or annoy a villain. waiting behind a filing cabinet ready to attack the character. Gambling [Awareness] A character with Gambling is skilled at games of chance. Independent Spirit increases a character’s resistance to Con or Command. Juggling [Control] The ability to juggle objects requires good hand to eye co-ordination. Indomitable Will [Determination] A character with Indomitable Will is not easily overcome by hypnotism or even the ubiquitous mind probe. A character with this ability may be compelled to gloat in such circumstances. Gloating [Determination] Gloating is a trait of cruel or evil characters such as the Master which exhibits itself when the Doctor or his companions are trapped or about to die. Hypnotism [Determination] Hypnotism is the ability to dominate the will of another person or to put someone into a trance. Fisticuffs [Control] Fisticuffs is a gentlemanly fighting ability: the character adheres to rules such as those formulated by the Marquess of Queensberry when he resorts to combat. The difficulty of sensing something depends largely upon the extent to which it would affect the character. 43 . Someone may have been in a room before he entered or that person might still be there. Iron Constitution [Strength] An Iron Constitution means a character can resist the effects of damage and poisons and cope with alien environments better than other people. or they may be able to do it just through the power of words. A character with Iron Constitution can also endure long walks or run for long periods without tiring. and no dirty tricks are allowed! Fisticuffs allows a character to strike at an opponent and to block incoming blows. Gymnastics [Control] A character with Gymnastics is supple and fit with a well-developed sense of balance. The ability is added to Determination to resist the effects of hypnotism and so on. they will usually rebel and follow their own course of action. Gymnastics enhances a character’s Defence against enemies’ attacks and improves his chance of leaping gaps or obstacles.

Linguistics [Knowledge] Linguistics is the ability to learn and understand languages. The character must have a tool of some type with which he can open the lock: it is impossible with only fingers. who can also jump up to grab ledges. perfected Venusian Karate. It is rarely needed because many of the people that the Doctor and his companions encounter speak English. It represents scientific knowledge. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. A character inflicts Wounds equal to his Strength when making a Martial Arts attack. It is invaluable when trying to set co-ordinates for the TARDIS or to calculate how long it will take to travel anywhere. Martial Arts [Control] Martial Arts is a specialized form of unarmed combat which allows a character to make deadly attacks with his fists and feet as well as to dodge and block incoming attacks. depending on the laws of the society in which a character with this ability finds himself. Electronic. Characters with Keen Sight. Gaping chasms present little challenge to such a character. Linguistics allows a character to study and learn a language so that basic desires and intents can be expressed. a character with the Lockpicking and Safecracking ability can open mechanical locks and break into safes with combination locks. Medicine [Knowledge] A character with Medicine knows how to use drugs or plants to cure diseases. a transformer and an assortment of electronic parts into a force-field generator. If a patient’s condition is unusual or unknown. If he wishes to only slightly injure an opponent he can choose to inflict Wounds equal to half his Strength. and a player should try to make the one his character practises distinctive. chandeliers or tree branches. for example. Leaping [Control] Whether through athletic training or natural ability. With the right parts such a character could build an engine or repair one. counter poisons or to speed healing and recovery. MacGuffin [Knowledge] MacGuffin is the ability to build gadgets out of available parts to be able to defeat an enemy or get out of sticky situations. such a character may have to undertake research in a laboratory before he knows which drug will be effective. Mathematics [Knowledge] Mathematics is the ability to perform mental gymnastics with numbers and abstracts. however. 44 . are discomforted by bright lights and they cannot see in complete darkness. Lockpicking and Safecracking [Control] Whether equipped with a bent hairpin or skeleton keys. In essence. however. and provided that a character understands how a primitive or technologically advanced gun works he can apply his Marksmanship ability in combat. It may prove useless. Should communication prove impossible. the character is adept at leaping great distances. The Doctor might use his MacGuffin ability to convert a transistor radio into a short-range radio transmitter or to convert a length of electrical cable. There are many types of martial arts.DOCTOR WHO — TIME LORD Keen Sight [Awareness] A character with Keen Sight can spot objects at a greater distance than other characters and has a greater chance of finding objects that can be located by sight. Marksmanship [Control] A character with the Marksmanship ability can shoot firearms or blasters accurately. Mathematicians are almost human in comparison with statisticians. enabling him quickly to knock out or disable opponents. inspiration and a grasp of the weaknesses of an enemy. Law [Knowledge] Law is the ability to understand and debate legal points and to present cases. Mechanics [Knowledge] Engines and machines are complicated. technologically advanced locks need to be tackled by someone who is adept at Electronics or MacGuffin. all guns work in the same way. but a character with Mechanics understands them. The third Doctor.

Pseudoscience [Knowledge] Pseudoscience is the ability quickly to come up with convincing scientific arguments or explanations which either sound impressive or are accurate but confusing. Quick Recovery [Strength] A character with Quick Recovery heals or recovers consciousness faster than most people. rooms. It increases a character’s chance of resisting the effects of wounds when they are inflicted. The ability is of no use if the character has succumbed to his wounds. He can also produce antidotes. A character with this ability should choose which instrument he can play. angles and speeds. Poisons [Knowledge] This ability indicates the character knows how to formulate or extract poisons. he will find it hard to fly the vehicle. Precision [Awareness] The character with this ability is uncannily accurate at judging distances. Navigation [Knowledge] Navigation is the ability of a character to use the stars that are visible from his native planet to chart a course over land or sea. for example. It is purely a visual skill and does not imply an ability to remember names unless they have been printed next to a picture. extends to repairing only his electronic circuits. such as guitar. The ability also implies a familiarity with superstitions and old sayings. Piloting [Move] The Piloting ability allows a character to fly aircraft. Such a character appreciates good food and drink and can sense when something doesn’t taste as it should do. the character must be conscious to use it. faces. rockets or spaceships. Musicianship [Awareness] Musicianship is the ability to play musical instruments. pseudoscience could have been used to come up with name of the effect and provide a brief explanation. If the manner of travel is more advanced than that associated with the technology of the character’s time and space. Regenerative Powers [Strength] Regenerative Powers is the ability to self-heal or repair damaged parts of the body. reams of secret plans and the shape and size of objects. The ability to play one kind of instrument may be applicable to another: a character who could play the guitar should also be able to adjust to a lute. druids and the like. although he would undoubtedly be able to help another more skilled pilot. A character with Pseudoscience has the ability to baffle people with science. K9’s use of this ability. 45 . Occultism [Knowledge] A character with Occultism knows about the white and black magic practices of witches. a Time Lord uses this ability to change his form to overcome massive tissue damage. The Doctor once started to explain the Blinovitch limitation effect to Jo Grant about time travel in The Day of the Daleks. Photographic Memory [Knowledge] Photographic Memory is the ability to observe and remember in perfect detail diagrams.DOCTOR WHO — TIME LORD Mountaineering [Control] The Mountaineering ability indicates that a character can climb awkward rock faces and knows how to tackle easy ones using only handholds. Pseudoscience can be made into a personality trait of a character: the Doctor would not explain that a piece of apparatus had blown a fuse without first declaring that the temporal feedback circuit had overloaded. piano or recorder. Refined Palate [Awareness] A character who has a Refined Palate has an exceptionally well developed sense of taste. A character with a Refined Palate in ancient times would probably find himself employed as a food-taster. The Quick Recovery ability is added to the character’s Strength whenever he tries to regain consciousness or makes a healing roll. Pain Resistance [Strength] Pain Resistance is the ability to tolerate the effects of wounds and torture. Regenerative Powers typically allow repairs or healing to occur at the end of each research turn.

sometimes only partial. A character with this ability should avoid noisome locations and unwashed barbarians. A character may make a mistake or clumsily knock over something. Special Immunity [Strength] Special Immunity conveys additional. for example. for example. yachts and windsurfers. although it may seem disastrous at the time the event does some good. the Doctor produces a cricket ball for Harry Sullivan to throw at a panel. more routinely it might be used to produce a small bag of jelly babies as required. saddles and reins. Sailing [Move] Sailing is the ability to handle small sailing craft such as dinghies. to palm small objects or even to cheat people at cards. The item need not be recorded on the character sheet: it is assumed that the character habitually carries an assortment of junk in his pockets. A character with Serendipity can make the find or be responsible for events leading up to it. In The Ark in Space . but original uses of this ability shouldn’t be discounted: Victoria’s screams were amplified to kill a parasitic weed in Fury from the Deep. such as physics. although the extremes of either will ultimately affect them. resistance to a type of attack or substance. the character’s Riding is added to the animal’s Move. Its main purpose is to alert the Doctor that one of his companions is in distress. Players may specify which sciences their characters are particularly adept at. A character could be immune to the effects of a specific poison. Sense of Balance [Control] A character who has Sense of Balance is perfectly at ease on a tightrope or on a narrow ledge because their natural balance is so good that they are unlikely to fall. or could be used to appreciate food and drink. Cybermen. This might allow him to smell gas or chemicals before they can harm him. It can also be used to repair robots and alter their personalities. Sleight of Hand [Control] Sleight of Hand is the ability to manipulate objects without being noticed: it is typically used to pick a person’s pockets. melodic singing voice which other people regard as pleasant to listen to.DOCTOR WHO — TIME LORD Resourceful Pockets [Awareness] Resourceful Pockets is a character’s ability to find useful objects in his pockets. Riding [Move] Riding is the ability to control and stay on animals such as horses with or without stirrups. It also allows a character to spur a mount to move faster. or a type of energy. chemistry or biology. Jo Grant. Screaming [Awareness] Screaming is the ability to make a noise that can be heard through miles of catacombs. have a Special Immunity to heat and a Special Immunity to cold. for example. 46 . Science [Knowledge] Science is the ability to understand and apply the principles of the main sciences. Running [Move] A character with the Running ability is especially quick. tunnels or ventilation shafts. Serendipity [Awareness] Serendipity is the ability to make happy chance finds. Sense of Balance also allows characters to perform tricks such as spinning plates on poles or to run egg and spoon races with little danger of breaking anything. spilled a jar of powdered mushrooms over the Doctor’s microscope slides in The Green Death which led to the discovery that the fungus was deadly to a species of mutant giant maggots. Sensitive Nose [Awareness] A character with a Sensitive Nose has a keen sense of smell. He has a strong. Robotics [Knowledge] Robotics is the ability to build and program robots as well as to understand how robotic minds think. Singing [Awareness] A character with Singing has received vocal training. Instead of moving normally he can opt to run: his Move is increased by the value of his Running ability.

47 . a companion with a pretty face might be more able to convince a security guard to let her pass. Thrown Weapons [Control] A character with the Thrown Weapons ability can accurately throw weapons such as javelins. TARDIS [Knowledge] TARDIS is the ability to operate the TARDIS’s controls and. The weapon’s Wounds rating is used instead of the character’s if the weapon hits its target. If the object of their affections is ever in danger. which reptiles and insects are poisonous. the Strong Passion ability is added to the character’s Determination to give them extra mental staying power. an instant form of travel by matter transmission. the more likely he is to survive. Although a character may have the TARDIS ability. Striking Appearance [Awareness] Attractive or handsome characters have the Striking Appearance ability. Wilderness Lore means the character knows what he should and should not eat. This affects how other characters react to them. Stealth [Control] Stealth is the ability to move quietly. animals and climate of his native environment. Swimming [Move] Characters are assumed to be able to swim to a limited degree. Transmat [Knowledge] Transmat is the ability to operate and understand Transmat. Strong Passion [Determination] A character with the Strong Passion ability has a strong emotional attachment for someone. those with the Swimming ability can swim well and cope with strong currents. Characters without the TARDIS ability cannot do much more than open the doors of this time and space machine. when something goes wrong. such as cricket. The ability also applies to rocks and other improvised weapons such as bits of furniture or ornaments. axes and daggers.DOCTOR WHO — TIME LORD Sports [Control] A character with Sports should choose a sport at which he is adept. Ventriloquism [Awareness] A character with Ventriloquism can throw his voice to make it seem as if the sound comes from a source some distance away. to hide in cover or to do both at once. Characters who are trying to spot someone who is hidden or moving stealthily match their Awareness against the character’s Stealth. and the greater his ability. the sports ability is added to the character’s Control. and which large animals are dangerous. to work out what is needed to repair it. Tracking [Awareness] Tracking is the ability to follow the trail of a person or animal by identifying footprints or noticing clues such as broken twigs and bent blades of grass. football or rugby. this does not mean he can fully control it. Wilderness Lore [Knowledge] A character with Wilderness Lore is familiar with the plants. In situations where skills learned in the sport could help the character. Temporal Science [Knowledge] Temporal Science is the ability to understand the theories and limitations of time travel.

in which case the total of his Control and his special ability is used. the Doctor and his companions have no choice: they must resort to violence to get out of an awkward situation. ATTACK AND DEFENCE A character’s skill at making attacks in combat is his Control. It may be that some characters do nothing that is relevant to combat: they might choose to make use of other abilities. whether in the form of a simple duel between two people or a confused melee that involves dozens of characters. An attack made in combat counts as the character’s one action for a round. may move about the same area or be engaged in other tasks at the same time. attempt to reset the controls of a runaway machine. Both types of combat use the same procedure. could move and. PROCEDURE Each player decides what his character is going to do during the turn. however. for example. Although each player will resolve his character’s actions in turn. A character has five options he can choose from at the beginning of an action turn: n Stay in the same area and do nothing except recover from any wounds. It covers fisticuffs and swordplay. however. Ranged weapons combat is fighting that takes place at a distance. The Doctor. It covers attacks made by weapons such as Dalek guns. Sometimes. Few of the Doctor’s companions can come through more than a fist-fight unscathed. n Stay in the same area and perform an action while evading or parrying an attack from any one specified opponent. and attacking a creature that is armed with a powerful energy weapon is foolhardy. This value may be enhanced by abilities such as Edged Weapons. That player’s character hits if he overcomes his opponent’s defences. 7 and 6. n Move a number of areas whose difficulty is less than his Move ability (including any special abilities) and perform an action while evading or parrying an attack from one specified opponent. Whatever the player decides to do. There are two types of physical combat: close combat and ranged weapons combat. whether in primitive or technologically advanced cultures. Leela’s abilities are Control 5. stay in the same area and perform an action at an increased difficulty of 2. 48 . it is 6 if she shoots a crossbow in ranged weapons combat. the results are applied only after all characters have had a turn. There is one option that can be chosen during an action turn: n Abandon any previously stated intention. he waits until the referee asks him before revealing his action.DOCTOR WHO — TIME LORD COMBAT Fighting is a dangerous pursuit. Characters who are not involved in combat. Her ability to attack in close combat is 5 if she strikes with her fist. Within an area there are no restrictions on who can attack whom. It is important to remember that only the player whose character is attacking rolls the dice. Although in all these options. and keeps track of the results. Only characters in the same area can attack each other in close combat. Whether this value is Control on its own or Control enhanced by another ability. Martial Arts or Marksmanship. Close combat takes place between characters who are in the same area. n Try to move a number of areas whose difficulty is greater than or equal to his Move ability (including any special abilities such as Running) by beating the difference. it is known as the character’s Attack. it can also be an attempt to use any ability. performing an action usually means attacking an opponent. which is why they have such freedom to act in an area. All actions in one turn of combat are assumed to occur at the same time. Someone armed with a ranged weapon can fire at a target in the same area or one typically up to six areas away. The main difference between ranged weapons combat and close combat is the distance over which each takes place. but no attacks can be made using close combat on anyone outside that area. and the bows and thrown spears of primitive tribes. The character whose attack is being resolved is called the attacker. her ability is 7 if she strikes with an edged weapon such as her knife. Success largely depends on choosing the right moment to act. his opponent is the defender. n Stay in the same area and dodge any attack made against him. as his action. the submachine-guns and rifles of UNIT troops. The referee decides which actions are resolved first. Characters are assumed to be moving about rather than remaining stationary while they are in combat. The defender may also be referred to as the target when he is attacked by a character who is using a ranged weapon. Edged Weapons 2 and Archery 1. Such a character forfeits any right to attack or defend. Her Attack is respectively 5.

stay in the same area and perform an action2 1 Ability — Defence in close combat Size Defence in ranged combat Size + Range — Relevant ability1 Size + Control1 Size (+ Control1 against a specified opponent) Size + Range + Control1 Size + Range (+ Control1 against a specified opponent) — Size Size + Range Relevant ability1 minus the number of areas moved Size (+Control1 against a specified opponent) Size + Range (+Control1 against a specified opponent) Relevant ability1 –2 Size Size + Range These abilities include any relevant special abilities. such as the Doctor attempting to reset the controls of a Zygodon machine using his Knowledge ability. for example. Sometimes a character will have more than one attack made against him. his Defence is the sum of his Size and 49 . The basic Defence of a character against an attack is his Size. 2 Performing an action will often mean attacking an opponent. Control and ability with the parrying weapon. A character who attacks and defends in close combat during the same turn can increase his Defence by parrying or evading one opponent’s blow. He must use a weapon to parry an attack. This ability applies to any and all attacks made against the character in one round: Size is the inherent difficulty of hitting a person. A dodging character forfeits any right to attack but has a Defence equal to the sum of his Size and Control against any attack made against him that he is aware of. the distance to the target in areas at the end of the turn is added to the target’s Defence. an unarmed character. Even a character who was going to attack can change his mind and choose to dodge should he discover that more than one attack is going to be made against him. but it can also mean attempting to use any ability. can only evade. If the defender evades. in which case the best option is to dodge all the attacks. would be added to Move. In ranged weapons combat.DOCTOR WHO — TIME LORD Table 2: Character options in an action turn Option — to be stated at the start of the turn Stay in the same area and recover/do nothing Stay in the same area and dodge all attacks Stay in the same area and perform an action2 while evading or parrying an attack from one specified opponent Try to move a number of areas whose difficulty is greater than the character’s Move1 by beating the difference Move a number of areas whose difficulty is less than the character’s Move1 and perform an action2 while evading or parrying an attack from a specified opponent Option — to be stated during an action turn Abandon any previously stated intention. A defender who parries has a Defence equal to the sum of his Size. unless he has the Martial Arts ability. The Running special ability.

the attacker must beat the difference between Strength and Wounds to overcome the defender. 50 . not the players. A parry or evasion can be applied to only one attack. The defender is automatically overcome if the number of Wounds inflicted is greater than his Strength. She has Defence 8 against any attack made against her if she dodges. are encased in an armoured shell that protects the creature inside from most small-arms. The total number of Wounds that a character receives. The metallic skin of a Cyberman makes it hard to destroy even when using a blaster. The referee. If the number of Wounds is equal to or less than the protection of the armour. Any player whose character is making an attack compares the appropriate Attack with the Defence of the opponent. She inflicts 2 Wounds (half her Strength of 5 rounded down) if she uses her fists. She would automatically hit a target with Defence 5. Against an opponent with a Defence of 7 or more. The number of Wounds inflicted is compared with the protection of the armour. Ranged weapons attacks can be evaded or dodged but not parried. ARMOUR Some of the Doctor’s enemies wear armour that may protect them from the Wounds inflicted by an attack. Size 3 and Edged Weapons 2. which is expressed as Armour 4. RESOLVING AN ATTACK A player who declares that his character is attacking waits until the referee is ready to resolve his action. Leela’s abilities are Control 5. it is 8 if she evades. Her basic Defence against ranged weapons attacks is 3 if the attacker is in the same area. Leela’s Attack is 6 (Control 5 plus Archery 1). her player would need to beat a difference of 1 on the dice. is always recorded whether or not he is overcome by them. however. Armour absorbs either all or none of the Wounds from an attack. for example. although the effects of this may not immediately be noticed. If the number of Wounds against the defender is equal to or less than his Strength. If she dodges her Defence is 8 and 10 respectively at those ranges. Daleks. She would automatically hit anyone who had a Defence of 6 or less. A character feels the effects of Wounds only if they overcome his Strength. All the Wounds are inflicted if the protection of the armour is beaten. such as a stationary Size 3 opponent at a range of 2 areas. The blow automatically hits if Attack is greater than the opponent’s Defence. her Defence is 5 against an attacker who is 2 areas away. which is impossible because she can only equal that difference. he inflicts a number of Wounds appropriate to the weapon he is using. her player would need to roll the dice to beat the difference between Leela’s Attack and her adversary’s Defence. Armour 8 and so on. Her player needs to beat a difference of 5 to get through the armour and wound the Cyberman. If Attack is equal to or less than the opponent’s Defence. the character’s Size is his Defence against any other attacks. When a character hits an opponent in combat. Leela fires a bolt from her crossbow and inflicts 4 Wounds against a Cyberman that has Armour 9. Her basic Defence against any attack is 3. Leela has Attack 7 with her knife (Control 5 plus Edged Weapons 2). It may be that he elects to resolve all the referee characters’ attacks before determining the results of the player characters’ attacks. decides in which order any attacks are made. then the character hits the defender if his player can beat the difference between Attack and Defence by the difference rolled on the dice. The effects of wounds are worked out direct if the defender does not wear armour. the attacker needs to beat the difference between these values to wound the defender. In ranged weapons combat using a crossbow. WOUNDS The amount of physical harm that any attack does to a target is measured in wounds. EFFECTS OF WOUNDS Wounds always injure a character. The player and Leela learn the hard way that Cybermen are generally immune to arrows. All the damage gets through and injures the target if the number of Wounds is greater that the protection of the armour. She could still make an attack and then choose to parry or evade one attack made against her. Bolts fired from her crossbow inflict 4 Wounds each. such as a dodging Size 3 opponent with Control 3 at a range of one area. because the range is 0 areas.DOCTOR WHO — TIME LORD Control. Against a target with Defence 7. Leela inflicts 4 Wounds with her knife if she beats an opponent’s Defence. Her Defence against one close combat attack is 10 if she parries with a knife. She would need a difference of 2 or more on the dice to hit an opponent with Defence 8.

the attacker must beat the difference between his Strength and the defender’s Strength to restrain his opponent. such as fists. Leela aims her crossbow at an enemy soldier who is shooting at her from around a corner. A defender may use any defensive ability he feels is appropriate: parrying is interpreted as using a weapon to intimidate the attacker. He should say which part of his opponent he is going to restrain.DOCTOR WHO — TIME LORD A character who is overcome falls unconscious to the ground at the end of the turn. the size of this target is used to determine the opponent’s Defence. Each resolves his attack as normal. aiming to beat the weapon’s Strength in order to break it. A character who is restrained in this way may attempt to break free in subsequent turns. but may still resolve his attack if he has yet to do so. neither character has a hold on the other. Any character who is not overcome by his wounds can continue to act normally. If two or more people restrain someone. Sometimes two characters will try to grapple each other. and the total number of Wounds against a character should be recorded. Disarming An attacker can deliberately try to disarm an opponent. an aimed attack can be made at the opponent’s weapon itself. If he succeeds. If both attacks fail. evading or dodging are simply techniques to get out of the way. each additional character adds one to the difficulty of breaking free. Characters also have to aim if they have to shoot at partly obscured targets. Whoever breaks free first while retaining hold of his opponent gains the upper hand. such as a guard crouching behind a crate and whose head is the only visible part of his body. to restrain an opponent’s weapon arm. although people outside a crowded area can fire at targets in that area. depending on circumstances. His player should bear in mind. Grappling attacks do not wound the defender. SPECIAL RULES Combat is not always straightforward. Wounds are cumulative. The biggest target that an attacker can grapple is the chest and arms of his opponent. such as knives. A Dalek’s eye-stalk is vital if it is to see but is less heavily armoured than its body. that the character is wounded and that further injury could easily result in death. Crowding Up to five characters can be in one area without impeding one another: anyone in such an area can act freely. If the Wounds inflicted beat the Strength of the opponent. The base difficulty is calculated from the character with the highest abilities. An area that contains more than five characters becomes crowded. rather than try to harm him. or natural weapons. the weapon is dropped but the defender is not injured. although it may be better. No character may use a ranged weapon in a crowded area. near to death or dead. a Cyberman is especially vulnerable to gold items shot into the grille on its chest unit. Alternatively. This type of combat is used to capture opponents unharmed for questioning. An overcome character may be near to death or even dead depending on the number of Wounds he has taken. The soldier is Size 3 but presents only his head and shoulder as a target: the rest is of him is protected by a wall. Grappling is resolved in the same way as hand to hand combat. He presents a Size 5 (head and shoulders) target to determine his Defence against Leela’s attack. Characters in a crowded area may use only short weapons. 51 . or might try to aim blows to disable or disarm opponents rather than kill them. Aiming Some creatures are too tough to be beaten in a straight fight and often the only way to defeat them is to attack a weak spot. The character needs to beat the difference between his Strength and sum of the Strength. by making an aimed attack at his enemy’s weapon arm. Anyone who grapples has a Defence equal to his grappling ability. If the grappling attack succeeds. A restrained character with a grappling ability can elect to use this and his Control instead of Strength. he may move or attack next round as normal. The person restraining him is assumed to be trying to prevent this escape. typically Size plus Control and an ability such as Brawling. typically Size 5. whether a character is overcome or resists the effects. If both attacks succeed. Grappling Few of the Doctor’s companions use weapons to attack opponents: they either indulge in fisticuffs or try to restrain or wrestle with an enemy. The player states that his character is doing so as his action for a turn. Aiming does not affect the procedure for combat: the Size of the specific part of the target is used instead of the target’s usual Size. however. except that the player states his character is going to grapple an opponent when asked to declare his action. This determines whether the character is unconscious. Control and relevant grappling ability of his captor to break free. the characters are wrestling for an advantage. Inventive players may come up with a special move that requires careful adjudication.

One minus the result on the dice is the number of areas away from the target area that a grenade lands if the attack misses. The Cyber-lieutenant has Attack 5. He has to beat a difference of 2 to succeed but rolls double 6 — a result of 0. to his target. depends on the Size of the area (typically Size 2 for an area measuring 3 metres by 3 metres) and the range (as thrown weapons. therefore. grenades have a maximum range of three areas). The overall Attack of all five Cybermen firing at one target is 9. Group fire Soldiers use group fire with ranged weapons to stand a better chance of hitting a target. by line of sight. The Defence of the attacker’s friend is immaterial: he is automatically hit in this instance. up to a maximum of the fire-director’s ability. The attack is resolved the same way as a normal ranged weapons attack. Grenades Area weapons such as grenades or dynamite are not aimed at people. Regardless of the number of characters involved in group fire. still causing damage to people or property — this is only likely if characters with low ability try throwing a grenade at a range of 2–3 areas. which means it can direct the fire of five Cybermen — itself and the four it is leading. A snapshot could also be made to shoot at a target before it moves out of range. The difficulty. The grenade still travels along the original line of fire it was intended to be projected along and explodes in its new area. If the attack misses yet would ordinarily beat the unadjusted Defence of the target. or can attempt wrestling attacks such as picking up his opponent and throwing him to the ground! The referee should flexibly interpret an inventive player’s wishes and work out appropriate difficulties. the grenade still lands in its target area but it does not explode that turn: it explodes in the next action turn. rather they are aimed at a particular area. It is possible that once it becomes clear where everyone is moving that a player will want his character to fire at a different target from the one he originally intended. 52 . The character with the highest appropriate combat ability directs fire. the attacker has hit the nearest friend.DOCTOR WHO — TIME LORD Once a character has successfully restrained an opponent he can hold on to him. Snapshot A snapshot is any ranged weapons attack that is made without preparation. The grenade lands one area further away than intended (one minus the result is plus one. This is likely if a target comes into view only briefly in the round. A Cyber-lieutenant with Control 3 and Marksmanship 2 directs the fire of four other Cybermen. Each additional character. restraining him and resisting any attempts to break free. may fall short or even overshoot. Shooting into melees Shooting a ranged weapon into a group of friends and enemies is a dangerous pursuit: the attacker is as likely to hit a friend as he is to hit an enemy. The range is three areas. adds one to this Attack. each with Control 3 and Marksmanship 1. resulting in a Defence of 5. a positive number means the grenade overshoots by that many areas. giving people in the area a chance to move away or even to pick up the grenade and throw it back! A UNIT soldier with Control 3 throws a grenade at a Size 2 area containing a group of Cybermen. the grenade would have landed in the same area as the Cybermen but exploded only next turn. Had he rolled a result of 1. If one minus the result on the dice is zero. A snapshot is equivalent to choosing the sixth action turn option: the character remains in the same area and abandons what he originally intended to do. the Wounds for only one hit is used to overcome the opponent. however. Any characters that are in the same area can combine the fire from the same type of ranged weapons. except that the difficulty is increased by two. at a Raston Robot. indicating an overshoot of one area). The Defence of a target in a group is increased by the number of the attacker’s friends or allies in that group. perhaps one that is partly concealed by cover or one that must be disabled by shooting at a weak point. say by running across an opening. A negative number means the grenade undershoots by that many areas. An attack that misses. and his ability is used as the base Attack to hit the target.

Soft natural weapons may not be used to parry attacks other than those made by soft natural weapons. In the game they can be used to attack only opponents that are in the same area as the wielder. A soft natural weapon inflicts Wounds equal to half the character’s Strength. Blunt weapons A blunt weapon is a weapon that does not have a cutting edge or a point that is used for thrusting. and Jamie. Ranged weapons are used to attack opponents at a distance. they are more likely to be threatened by opponents that use them. axes and spears are all edged weapons. An attacker who hits his opponent too many times or who is exceptionally strong may well be capable of killing an opponent. Close-combat weapons can be used only against nearby opponents. are best qualified to survive a fight. edged weapons inflict more wounds than a character’s fist could. When an adventure reaches a sticky moment where only a fight will allow the Doctor and his companions to continue. The threat of being hit can prove more effective than actually striking or firing at a character. a medieval knight’s mace. A blow from a sword is quite likely to put down most human opponents: only someone who is heavily armoured or quite strong will be able to fight on. There are three categories of close-combat weapons: natural weapons. (A Strength 1 person would inflict 0 Wounds. Such a character may also attempt to deflect attacks as if he were trying to parry them. however. Swords. chitinous mandibles. Weapons are best left to those who are able to handle them skilfully. blunt weapons and edged weapons. A character who has the Martial Arts ability strikes with his hands and feet as if he were using hard natural weapons. the dice should still be rolled to determine whether the weak blow knocks out its target.DOCTOR WHO — TIME LORD WEAPONS The Doctor and his companions rarely use weapons. bows. a blaster or a rifle. from carrying weapons. who would probably feel uneasy if he didn’t have his dirk. The weakness of fist attacks is one of the main reasons why characters choose to use something better. There are always exceptions. Characters such as the Brigadier. any halves are rounded down. who might carry a revolver. perhaps by the Doctor. The number of wounds that a weapon inflicts on an opponent depends on its category. usually from zero to six areas away. The referee and the players should be prepared to adapt to circumstances. they are more likely to knock out an opponent when they hit. feet. A club made from a tree branch. A Cyberman is an especially dangerous: its hard metal fist inflicts 6 Wounds — it is as lethal as a blaster. firearms and blasters. however. claws and horns are hard. such trained warriors will be more useful than someone who does not know one end of a blaster from another. They are unlikely to kill most opponents because they inflict fewer wounds than. There is good reason for keeping out of the way of weapons: they are dangerous. are often sufficient to knock out an opponent for an action turn. His attacks inflict Wounds equal to his strength. say. Weapons are divided into two categories: close-combat weapons and ranged weapons. There are four categories of ranged weapons: thrown weapons. rapiers. Companions are often ordinary people who have just become mixed up with the Doctor’s travels. 53 . In the course of their adventures. teeth. Unless companions have a good reason for being armed they should be discouraged. such as a sword. although this would not damage anyone. teeth and claws are all natural weapons. Natural weapons can be either soft or hard: fists and feet are soft because they are fleshy. however. One blow from any weapon is usually sufficient to seriously injure a companion or the Doctor. Like blunt weapons.) A hard natural weapon is more effective: it inflicts Wounds equal to the character’s Strength. the butt of a gun or a household object such as a vase or a chair are all blunt weapons. the Doctor and his companions may have to fight to survive or attain an objective. Blunt weapons inflict 3 Wounds. either killing an opponent or knocking them out owing to the pain of the wound. The wounds inflicted. Attacks made with fists or feet do not usually injure an opponent sufficiently to kill him. An edged weapon inflicts 4 Wounds. they are not mercenaries who plunder time and space while armed to the teeth. Because blunt weapons inflict more wounds than most characters’ fists. as Tegan proved in Earthshock when she grabbed a Cyberman’s blaster and capably blew away its colleagues. Edged weapons damage vital organs. Edged weapons A weapon with a sharp cutting edge or which has a point used for thrusting is treated as an edged weapon. CLOSE-COMBAT WEAPONS Natural weapons Any attack which is made with a part of a creature’s body is made with a natural weapon: fists.

An arrow fired from a bow inflicts 4 Wounds. the best defence is to run away. giving it a maximum rate of fire of one shot every three action turns. A light thrown weapon is usually no more than a foot or so long. but they would probably feel uncomfortable without their weapons! Guns are also notoriously ineffective against creatures such as Daleks or creations of antimatter. Close-combat weapons. The category includes daggers. javelins and boulders. Although a firearm is easy to use. It takes an action to string an arrow for a long or compound bow. Guns should be treated more as a threat: they are often used to intimidate at close range. hard Blunt weapons Edged weapons Wounds 1/2 x Strength Strength 3 4 Table 4: Ranged weapons Category Blaster (alien) Blaster (Earth type) Bows Light thrown weapons Heavy thrown weapons Pistol Revolver Rifle Shotgun Submachine-gun 1 The Range (areas) —1 —1 5 3 3 4 4 —1 4 —1 Wounds 8 6 4 3 4 5 5 5 5 5 or 6 range of these weapons is in effect limited only by the difficulty of the target and the skill of the user RANGED WEAPONS Thrown weapons Missile weapons that are held in the hand and hurled at their target are thrown weapons. giving it a maximum rate of fire of one shot every two action turns. Thrown weapons have a maximum range of three areas. There are two types of thrown weapon: light and heavy. Bows Bows and crossbows have a maximum range of five areas. A crossbow requires two actions to cock and load. although many of them are prepared to pick up a gun and use it if necessary. Most 54 . Yates and other UNIT soldiers would typically carry guns in the Doctor’s TARDIS. rocks and household objects such as vases or other ornaments. blasters and bows are simple compared with firearms. Only the Brigadier.DOCTOR WHO — TIME LORD Table 3: Close-combat weapons Category Natural weapons. spears. The category includes daggers. Light thrown weapons inflict 3 Wounds. soft Natural weapons. A heavy thrown weapon is either long or bulky: the class includes spears. FIREARMS It is unusual for the Doctor’s companions to carry firearms. Benton. throwing knives and small rocks. although an especially powerful bow might have a range of six areas. it is complicated by the mechanisms and loading procedures that different designs have necessitated. heavy thrown weapons inflict 4 Wounds.

revolvers. The fastest rate of fire possible with a flintlock pistol is one shot every three action turns. He would. Referees who wish fully to detail actual weapons should feel free to do so. a single hit is enough to put down most opponents. and three actions to reload a muzzle-loading musket or rifle. LOADING MECHANISMS Muzzle-loaders Early firearms are loaded by inserting the gunpowder charge and the bullet in the muzzle of the gun and ramming them down to the breech. All breech-loaders take one action to reload. inflict 5 Wounds and have a maximum range of four areas. the only important information is how many rounds a gun can fire before it runs out of ammunition. The first determines how long it takes to reload a gun before it can be fired. It takes two actions to reload a muzzle-loading pistol.DOCTOR WHO — TIME LORD characters in TIME LORD should be able to pick up a gun and fire it. which gives them a maximum rate of fire of one shot every two action turns. BLASTERS A blaster is a firearm with a short range but devastating effect. muskets and rifles. weapons used by soldiers in some of the most violent conflicts of Earth’s history. can be reloaded as one action and is then ready to fire two shots. GUN TYPES Submachine-guns Submachine-guns can be set to fire single shots or in bursts. This time-consuming process gives them a slow rate of fire. A double-barrelled shotgun. Single-shot setting increases the difficulty to hit a target by one. increasing the damage done. the second determines the number of Wounds that a gun inflicts. A submachine-gun inflicts 5 Wounds on each target when it is set to single shot or used to fire into an area. Firearms are classified according to their loading mechanism and their power. one after the other in different turns: its rate of fire is two shots every three action turns. All guns can be used as makeshift blunt weapons in hand to hand combat. Soldiers in UNIT or from the time of the English Civil War or the French Revolution would typically be armed with a firearm of some type. Rifles and muskets A rifle or musket inflicts 5 Wounds. Guns with magazines Rifles with magazines. Even the Daleks had recourse to a machine-gun when their blasters failed them on the energy-draining planet of Exxilon. Blunt weapons or brawling abilities are appropriate to this use: any gun used this way inflicts 3 Wounds. A firearm is a small gun that uses an explosive charge to fire a bullet. revolvers and shotguns. It shoots powerful bolts of energy which are capable of damaging steel and concrete. other magazines take two actions for every six shots they contain. A submachine-gun set on automatic and used to fire at only one target inflicts 6 Wounds. a maximum of three bursts can typically be fired using the same magazine. A submachine-gun set to automatic fire can attack either all the targets in an area — it cannot discriminate between friend and foe! — or one target. it is one shot every four action turns for a musket. Most of the time a referee need not worry about the time it takes to reload such guns. Breech-loaders Breech-loading guns are faster to reload than muzzle-loaders. however. roll three times to hit three targets. Different cultures in the 55 . for example. The attacker rolls to hit each target in the area into which he is shooting. pistols and rifles typically have six-shot magazines. regardless of the ammunition used. A magazine or revolver with up to six shots capacity takes two actions to reload. Muskets increase the difficulty to hit a target by 1 because they are inaccurate. The term embraces flintlock pistols. Pistols. Shotguns are classed as breech-loading guns. Revolvers. and submachine-guns typically have 30-shot magazines. It takes one action to replace a magazine with a fresh one. automatic pistols and submachine-guns can be fired each turn until their ammunition runs out. revolvers and shotguns All pistols. revolvers. A submachine-gun set to automatic expends 10 shots in a burst. but longer to reload a magazine or to reload a revolver. whether they are able to reload it or understand how it works is another matter.

Full armour always counts against any attack against the wearer unless that attack is aimed at a weak point. The Daleks and the Cybermen have both harnessed the properties of alloys and metals to create armour that is tough enough to withstand the firepower of the races they seek to dominate. There are three categories of armour: full armour. although a heavily armoured target such as a Dalek or Cyberman may completely escape damage. A soldier would be equipped with a blaster in much the same way as he would receive a sword or axe in ancient times. body armour always counts against any attack against the wearer unless that attack is aimed at a part of the body that is not covered by the armour. Nitro-nine is more effective: one can inflicts 7 Wounds to targets in the area of detonation and 4 Wounds to targets in adjacent areas. Referee’s notes on explosives. Most explosives used in a quantity capable of being thrown. the Explosives ability is used to place them accurately for a controlled explosion or for demolition work. Ice Warriors and Cybermen. sticks of dynamite and cans of nitro-nine need special mention. all targets in the secondary zone of effect are attacked at half this value. All targets in the primary zone of effect of an explosion are attacked at the full Wounds value of the explosive. however. Larger quantities of explosives inflict proportionately more damage. GRENADES AND EXPLOSIVES Area weapons such as grenades. This is enough to seriously injure or kill a typical opponent. half maximum Wounds in the secondary zone of effect. Most soldiers set their blasters to kill. A blaster that is set to stun inflicts half the maximum number of wounds it is capable of doing. including grenades and bundles of dynamite. Like full armour. which makes the threat of a hit an unpleasant proposition for a character. ARMOUR AND SHIELDS Although neither the Doctor nor his companions have much use for armour or shields except as part of a disguise. Most Earth soldiers’ blasters inflict 3 Wounds when set to stun. Shells from field guns and the like can be improvised in their effect: they are area weapons with an even greater radius of effect than grenades. Primitive societies have more use for armour than advanced ones simply because their ancient weapons are more likely to be deflected by armour: there are few suits of armour that can withstand gunfire and still be practical to wear. some of which have built it into their very form. These weapons have a range of 6 areas and inflict 8 Wounds if they hit. inflict 6 Wounds on every person in the same area and 3 Wounds to anyone in an adjacent area. Full armour is heavy and restricting: the Move of any creature or person wearing it is reduced by 1 unless the armour forms part of its natural skin or an in-built part of its mechanism. UNIT troops frequently resort to bazookas to deal with alien menaces. Explosives and grenades attack not only the area they are detonated in but also adjacent areas. Apart from these differences and some slight variations in performance. HEAVY WEAPONS It is unlikely that any character will use more powerful weapons than the hand-held weapons outlined here. say. their warlike enemies make frequent use of these defences. Full armour is an all-encasing suit of armour that protects its wearer from top to toe. Blasters are personal weapons with a limited range. There are few weak points in a suit of full armour: those that exist are limited to eye-slits and the inside of joints. in which case the explosive shell inflicts 6 Wounds to targets in the area of detonation and 3 Wounds to targets in adjacent areas. which would inflict 6 Wounds in the secondary zone of effect. Soldiers from 21st century Earth and beyond use lasers that use the energy of light. They can also be aimed at an area. typically inflicting the maximum number of Wounds to targets in the primary zone of effect. Body armour would not count against a blow aimed at. an arm or the head.DOCTOR WHO — TIME LORD universe have developed blasters which use different forms of energy. whereas Daleks have gunsticks which rely on nuclear energy. The zones are calculated the same way as those for explosives in Part Five. depending on their power. Sea Devils’ weapons use heat. Yet strong armour is still used by technologically advanced species. grenades and areas of effect appear in Part Five. a knight’s hauberk and a policeman’s bullet-proof jacket all count as body armour. Although it may sometimes do no more damage than more primitive weapons such as UNIT’s rifles. A Greek hoplite’s skirt and cuirass. When a blaster is set to kill it inflicts the maximum number of wounds it is capable of doing. body armour and partial armour. all blasters are treated the same way in TIME LORD. Most Earth soldiers’ blasters inflict a maximum of 6 Wounds. This is usually sufficient to lightly injure a typical opponent and make him fall unconscious. The Thrown Weapons ability governs their accuracy when they are thrown into an area. rounded up. Yet the blaster is far more flexible as a weapon: it can be used to hit targets at a distance and it can be set to kill or stun opponents. It is the type of armour worn by Earth’s medieval knights and alien species such as the Daleks. Body armour covers only the wearer’s torso. A suggested Wounds score is 12. 56 . its flexibility more than compensates.

It is the type of armour typically worn by castle guards. It rates as Armour 5 and is the best that can be achieved through Earth’s metalworking techniques. 57 . Shields are a special type of partial armour. Overlapping plates of metal provide flexible joints in full suits of this type of armour. leggings. It rates as Armour 4. It is the material used to make bulletproof vests and riot gear and offers protection against attack in a lightweight form. although exceptionally thick and heavy winter clothing may give the same effect. Protection is always expressed in the form Armour 2. If the attacker fails to beat the difference between Wounds and Armour. Any attack whose Wounds are greater than the defender’s Armour automatically gets through the armour. Primitive armour Padded cloth is the most basic type of armour and affords little protection. his blow lands as if the defender were wearing no armour and he tests to overcome the defender’s Strength as normal. unless they choose to make an aimed attack at her head. gauntlets and helmets. his blow does not injure the defender: the armour has deflected or absorbed all of the damage. partial armour counts only against attacks that are aimed at the part of the body it protects. making it a far harder target to hit than Leela as a whole. Reflective armour is intended to reduce the effect of laser blasters by reflecting or dispersing the high-energy beam of light. It is most commonly worn as a quilted hauberk. it has no general effect against attacks. does have its uses: it protects vulnerable parts of the body from disabling attacks and allows anyone wearing body armour to reduce the number of vulnerable points. Plastic-fibre armour rates as Armour 5. Armour 8 and so on. impact-resistant plastic fibres woven together into a cloth or bonded into strong plates. The protection that armour affords depends on the material from which it is made. plastic-fibre armour does not reduce the Move of its wearer. sometimes with sleeves. who is Size 4. Leela’s durable leather clothing is the equivalent of tough leather body armour: she has Armour 3 covering her chest and abdomen. Partial armour. Padded cloth is Armour 1. Advanced armour Plastic-fibre armour consists of strong. They are effective only against attacks from the front and shield side that the wielder is aware of. Flexible metal armour comprises linked rings of metal or small scales of metal sewn to a leather undercoat and is commonly known as mail or scale armour. however. A helmet is the commonest piece of partial armour worn by soldiers: whether it is a Viking helmet. Armour 3. Her arm. Leela could also add any benefits from dodging or parrying to her defence. It counts as plastic-fibre armour but with the ability of Special Immunity 1 against laser light. a larger shield increases the difficulty by 2. A buckler increases the difficulty by 1. is Size 6. in effect making it Armour 6 against lasers. in some ancient civilizations it is even the best armour that can be produced. arms or legs. Many helmets also count as plate metal armour. the tin hat of an English Tommy from the First World War or a Gallifreyan guard’s headpiece it is a useful defence against a sly attack from behind. If the attacker beats the difference between Wounds and Armour. Unlike full armour and body armour. Shields always increase the difficulty of hitting the wielder. Soft leather is little better than padded cloth. sleeves. where the number is the difficulty that must be overcome by the Wounds inflicted by the attack. Tough leather is Armour 3. Tough leather is soft leather armour that has been specially treated.DOCTOR WHO — TIME LORD Partial armour is the individual elements of armour that go into making up a full suit of armour: it includes greaves. If worn as full armour. Anyone attacking her has to get through this armour if they hit. It is typically worn as padding beneath metal armour. however. vambraces. Leela’s armour does not protect her if an attack hits one of these areas. Soft leather is Armour 2. Plate metal armour is the beaten breastplates of Greek warriors or the full suits of armour worn by late medieval knights. but also includes leather jerkins and biker’s leathers.

A character with Strength 3. He may not heal his wounds until he receives medical attention such as First Aid or Medicine. even the Doctor who can regenerate to survive attacks that would kill an ordinary person. A character is lightly wounded if the total number of Wounds he has taken is equal to or less than his Strength. A seriously wounded character who does not receive medical attention takes one Wound for each hour (four research turns) he does not receive attention: such a character will eventually die. In effect they increase a character’s Strength. for example. The character can recover from such an injury quickly. however. and dead if he has taken 7 or more Wounds. but this alone will not save them. A character is dead if the number if Wounds he has taken is greater than twice his Strength. Dead The character is dead and cannot be brought back to life. or has been knocked out by a gentle blow from a blunt weapon. He is seriously wounded if the number of Wounds he has taken is greater than his Strength but less than or equal to twice his Strength. Even companions of the Doctor have died in the course of his adventures. although First Aid or Medicine could quickly return him to full health. The number of Wounds a character has taken and the character’s Strength determine his health. Some abilities such as Cheat Death or Iron Constitution affect a character’s resistance to pain and even death. but a moment of rashness. A lightly wounded character does not need medical attention to heal his wounds. Players should certainly not treat their characters as if they had script immunity: to a certain extent they do. It is unlikely that a character who behaves sensibly in an adventure will die. Captain Cook in The Greatest Show in the Galaxy was killed. First Aid may be sufficient to make a seriously wounded character only lightly wounded. Grisly experiments or powers. although he may attempt to recover consciousness. but the Gods of Ragnarok animated his body long enough for him to perform a service for them. carelessness or nobility may make this a real danger. allowing him to take a greater number of Wounds before dying or being seriously wounded. Lightly wounded A character who is lightly wounded has received a wound which is only a graze. 58 . for example. Seriously wounded A character who is seriously wounded has received a painful wound that needs medical attention or a long time to heal. is lightly wounded if he has taken 1 to 3 Wounds.DOCTOR WHO — TIME LORD DEATH AND INJURY All characters should fear death in TIME LORD. have been applied to dead characters and it may be that the dead can walk again. seriously wounded if he has taken 4 to 6 Wounds.


Anyone who is overcome can try to regain consciousness at the end of each action turn except the one in which he fell unconscious. When all opponents have been overcome or restrained, however, a character may try to recover from being unconscious only at the end of each research turn that has passed since the fight finished. An overcome character may therefore be able to return to the fight if he is only lightly wounded, but if he is still unconscious after the fight he probably needs medical treatment. Whether a character recovers or remains unconscious depends on his Strength and his Wounds. He recovers at the appropriate time by beating the difference between his Strength and his Wounds. Anyone who recovers may act normally, although they are still wounded: Wounds are removed only by healing. A character whose Strength is greater than his Wounds automatically recovers at the end of the turn after the one in which he was wounded. Such a character is only lightly wounded: in effect he has been dazed or winded by the force of an attack. Seriously wounded characters — those whose Wounds are greater than their Strength — can take some time to recover and it may even be impossible for them to do so without assistance. Such a person, however, may recover just in time to save the day or execute the next part of his master’s evil plan.

A Kaled scientist has been badly injured, receiving 6 Wounds from an attack. He has Strength 3, which means he recovers if he can beat the difference of 3. He fails to do so while the combat rages around him, but after everyone has left he has a chance to recover every research turn and might be able to alert Davros and the Daleks to his failure.

Wounded characters will get better of their own accord as time passes, provided that they are not too badly wounded. This process is called natural healing. Natural healing removes Wounds equal to the character’s Strength for each week of bed rest: the damage is healed at the end of such a week. Healing continues until the character’s Wounds level is zero, at which point the character has fully recovered. No character may have a negative Wounds score. First Aid and proper medical attention can speed the natural healing process.

A character with Strength 3 would recover three points of Wounds after one week of bed rest. If he had 5 Wounds, after one week he would have 2 Wounds, and after two weeks he would have 0 Wounds.

Use of First Aid
First Aid may be applied only once to a wounded character: it assumes that whoever administers First Aid tends to any injuries as best he can. A character with the First Aid ability immediately heals Wounds equal to the value of his special ability if he can beat the difference between his total ability and the Wounds of the injured person. Anyone who applies First Aid but fails to heal Wounds has still bandaged the injured person, who will not suffer further wounds due to bleeding. First Aid requires basic medical facilities, such as clean bandages and water, or a first aid kit.

Katarina has Control 2 and First Aid 2, giving her a total ability of 4 at First Aid. She cleans and bandages the wounds Steven received at Troy. He has received 6 Wounds, which means Katarina must beat the difference of 2 to succeed. She reduces his Wounds by 2 if she succeeds, otherwise she merely makes a neat job of bandaging him.

Use of Medicine
Characters with the Medicine ability are trained doctors or nurses who understand the medical techniques and drugs of their time. Anyone with the Medicine ability can heal Wounds equal to his special ability on its own if he can beat the difference between his total ability and the injured person’s Wounds. Medicine may be applied to any injured character, provided that no other such attempt has been made in the previous 24 hours. A failed attempt at Medicine does not prevent further attempts at using this ability, although each attempt must be at least 24 hours later than any other. Medicine, however, requires specialized drugs or equipment to be effective. Many useful items may be kept in a doctor’s bag, for example, but this does not mean that all the required drugs are carried. A doctor might carry antibiotics with him, for example, but have no antidotes for snake venoms. Applying the wrong medication brings no benefit.

After Katarina has successfully applied First Aid to Steven’s Wounds, the Doctor examines him. The Doctor has Knowledge 6 and Medicine 1, giving him a total Medicine ability of 7: he deduces that Steven’s wound is infected,


but does not have the right drugs to cure his companion. He sets course for a planet that he hopes will provide the right drugs. Once he finds them, he needs to beat the difference between his total ability of 7 and Steven’s Wounds, now standing at 4, to heal 1 Wound a day. His ability is high enough automatically to succeed, but without the drugs he is powerless. After Katarina’s attention, Steven regains consciousness after one research turn. His Strength of 5 means he is now only lightly wounded because he has only 4 Wounds. The referee, however, rules that the infected wound is equivalent to a slow-acting poison of potency Wounds 3, and rolls the dice every six hours (24 research turns) to see whether Steven falls unconscious again. As the Doctor speeds the TARDIS towards civilization, Steven seesaws between wakefulness and sleep.



Some creatures are especially dangerous because their attacks rely on venom rather than damage to kill or paralyse opponents. Whether such a creature is a snake or a Cybermat, all companions should be wary of its attacks. Not all poisons come from creatures: intelligent men and creatures often use them on weapons or in food either to kill or drug their enemies. Such poisons are encountered only rarely. Poison come in two basic types: slow-acting and quick-acting. It may be injected, ingested or rely on contact with the skin to take effect. A slow-acting poison gradually builds up in the body of its victim until it reaches a lethal dose, whereas a quick-acting one immediately attacks its victim at full strength, and gradually loses its effectiveness as the victim’s body shrugs off its effects. All poisons have Wounds ratings that represent the maximum effectiveness of that poison.

Quick-acting poison
A quick-acting poison attacks the Strength of the character with its full Wounds rating. If it overcomes the character, either because its Wounds rating is higher than the Strength of the character, or because the referee beats the difference between these values, then the character is overcome and takes Wounds equal to those of the poison. After the initial attack, the poison continues to attack the character’s Strength but at reduced values. The Wounds rating of most quick-acting poisons decays at a rate of one point an action turn: after one action turn a Wounds 6 poison attacks at Wounds 5, delivering 5 Wounds if it overcomes the character’s Strength. Once a poison reaches Wounds 0 it has no further effect. Any further attacks which increase the level of toxin in the victim’s body increase the Wounds only up to the maximum for that poison. A Wounds 6 quick-acting poison is deadly and rare; snake venom is typically Wounds 4 or Wounds 3.

Slow-acting poison
A slow-acting poison increases in effectiveness from 1 Wound up to its maximum Wounds rating. The usual rate of increase is one point every research turn, although those poisons that rely on repeated doses to take effect increase in effectiveness only when each dose is given. If the current Wounds rating of a slow-acting poison beats the Strength of a character, either because the Wounds rating is higher than the Strength of the character or because the referee beats the difference, then that character is overcome. A slow-acting poison wounds a character only if it overcomes his Strength. Slow-acting poisons that do not require repeated doses decay in potency once they have reached their maximum Wounds rating. The rate of decay is equal to the rate at which they increased in potency. Poisons that rely on repeated doses can be maintained at their maximum level by further doses. Once a slow-acting poison has decayed to Wounds 0 it has no further effect.

Lethal poisons that inflict enough Wounds on a character will kill him. The Wounds inflicted by such a poison can be healed by natural healing, although this is usually too slow to prevent the character from dying. First Aid will be effective if applied, but usually heals too little to counteract the effects of poison. Medicine, with the appropriate antidote, is the only sure cure. The correct antidote immediately and completely neutralizes the poison and allows healing to take place. Poisons that paralyse or make a person sleep do not kill: they achieve their effects with the object of keeping the victim alive. Wounds inflicted by such a poison may be healed through natural healing while the character is paralysed or asleep. First Aid and Medicine are also effective.

Wounds inflicted by dirty weapons, such as swords or spears from primitive civilizations, may be infected. Such Wounds can be treated as slow-acting poisons, building up from Wounds 1 to a maximum of Wounds 3, with an effect time of 6 to 24 hours. The referee may change these values depending on the circumstances.


such as Swimming to represent diving into water. for example. such as packed earth. the same fall into water would inflict only 4 Wounds.DOCTOR WHO — TIME LORD FALLS Vertiginous heights are very much a part of DOCTOR WHO. There are usually 3 metres to each vertical area. such as mud or water. The type of ground that the character falls on decides the base amount of Wounds that are inflicted. inflicts 1 Wound. The number of Wounds a character takes from any fall depends on the distance he travels and the ground he lands on. hard ground. If a character attempts to use an appropriate ability to avoid injury. Distance is measured in terms of vertical areas: the referee decides how many areas represent the distance. 62 . The number of areas the character falls is added to this base value to determine the total number of Wounds inflicted. such as jagged rocks or spikes inflicts 4 Wounds. One slip when ascending or descending a cliff face can mean death or severe injury at the least. the Wounds that would be inflicted by the fall count as the difficulty of avoiding injury. Soft ground. rock inflicts 3 Wounds. and particularly dangerous ground. and characters should quite rightly be wary of them. so a fall of 3 metres. inflicts 2 Wounds. a fall of 10 metres is a fall of four areas. is only a fall of one area. A fall of 3 areas onto rock would inflict 7 Wounds.

Any character who fails to beat the difference takes 3 Wounds. the effect is much the same: they cannot breathe because their air supply has been cut off. with Strength 4 and Iron Constitution 1 has a total ability of 5 to resist suffocation or drowning: he could easily remain without air for four action turns. 63 . for example. They must beat the difference at the end of every research turn instead of every action turn. Turlough. can resist the effects of suffocation — caused. however. Characters put into a hypnotic trance. and would only start trying to beat the difference on the fifth turn. a special ability such as Iron Constitution increases his resistance. by the removal of air from an airlock — better than usual. The number of action turns that a character is without completely without air counts as a difficulty against Strength that he must beat to avoid taking damage. If he is overcome. he have a chance to recover at the end of the next turn to resist the further effects of oxygen deprivation.DOCTOR WHO — TIME LORD SUFFOCATION AND DROWNING Whether a character is drowning or suffocating. If he fails to recover he automatically take 3 Wounds.

DOCTOR WHO — TIME LORD PART FOUR The Cast of Thousands 64 .

especially to balk the forces of evil that are at work in the universes of matter and antimatter. no matter what arguments are raised against him. A Time Lord. In this incarnation. Cheat Death 2. limiting his form to thirteen incarnations and ultimately restricting his apparent immortality. to the dull. Detective Powers 1. Robotics 1. his people have a responsible policy of non-interference in the affairs of other species. TARDIS 1 Determination: 7. wing-collared white shirt. As far as the Doctor is concerned. His TARDIS is as temperamental as he is. Bench-thumping 1. the first incarnation of the Doctor is distinctive enough before even considering his lined. MacGuffin 2. Stealth 1 Size: 3 Weight: 4 Move: 2. pince-nez. silk handkerchief. Astrogation 1. and the Doctor is as likely to get caught up in events over which he has no control as he is to stumble across Daleks or Cybermen. Even as a crusader of time and space. the Doctor is in self-imposed exile from Gallifrey. arrogant and determined to get his own way. Anyone who is given the role of the Doctor to play should carefully study the abilities and traits of the appropriate incarnation. If he interferes willingly. Bargaining 1. black floppy ribbon tie. are not always easy on the Doctor or his companions because his new personality takes time to stabilize. to the extent that in his first and second incarnations he has no real control over its destination. hawklike face. Blunt Weapons 2. however. The Doctor is currently in his seventh incarnation. These names are provided to tell the players and the referee alike which companions travelled in the TARDIS at the same time so that only suitable ones adventure together. Most remarkable of all their abilities. He prefers the freedom of roaming throughout time and space. swept-back white hair. Time Lords have two hearts. Such regenerations. Intuition 2. his skills are likely to be put to use before he has a chance to explain — by which time it is too late to protest. Acting 1. Parts of his memory open and close. The Doctor’s weapons are truth and bluff: use them well! THE FIRST DOCTOR Apparent age: late 60s Species: Gallifreyan Equipment: Walking cane. however. the Doctor is seldom methodical. As masters of time travel. what the Doctor knows in one incarnation does not necessarily transfer to the next one. and an ability to fall into a self-induced trance (in effect. he knows best 65 . Running 2 Knowledge: 6. Electronics 1. a phenomenal constitution that enables them to withstand environments that would kill a human. is that of regeneration. and is entitled to wear its scarlet and orange ceremonial robes. First Aid 2. Indomitable Will 1 Awareness: 4. Fisticuffs 1. but a particularly clever one. Each incarnation of the Doctor has unique traits and abilities. cream and brown checked trousers and waistcoat. Pseudoscience 1. the next he can be accusing his companions of all kinds of treachery. a practice that the Doctor is constantly trying to prove is wrong: he believes interference is sometimes warranted. His physical size and appearance change as well. is that you never know what you are going to get. the Doctor is known as a graduate of the Prydon College of the Academy. The trouble with regeneration. He is undoubtedly an eccentric. Law 2. regimented existence of the Time Lords. Science 2. TARDIS key Strength: 3. as the Doctor says. self-hypnotism) to save them from truly harmful conditions. Like a snake shedding an old skin. Striking Appearance 2 Dressed in a black frock-coat. either. The Doctor is commonly mistaken for ambassadors or badly needed experts. blue-stoned ring. although a new incarnation is likely to be unhappy about the changes to his physiognomy. There is seldom any consistent plan to deal with enemies. Bureaucracy 1. Iron Constitution 2. Refined Palate 1. Cryptanalysis 2. revealing new talents and obscuring old ones. even in his somewhat unreliable TARDIS. and the heliotrope-clad Patrexes. Prydonians are considered to be the best students out of the Arcalians. the planet of the Time Lords. all Time Lords can regenerate their physical form to compensate for massive tissue damage and to avoid impending death. however. he always acts for the best of intentions. along with the names of the companions he has regularly travelled. who wear green. Medicine 1. On Gallifrey. the Doctor is tetchy and temperamental: one moment he can be warm and friendly.DOCTOR WHO — TIME LORD WHO IS THE DOCTOR? An incorrigible meddler in the affairs of other species. Sleight of Hand 1. Sensitive Nose 1. penetratingly intelligent blue eyes and long. Disguise 1. He is vain. can regenerate only twelve times. Regenerative Powers 3 Control: 4. Each of the seven Doctors is detailed on the following pages. Eloquence 2.

who can panic him into hasty. Sleight of Hand 1. Electronics 2. disarming grin. Brawling 1. small straggly navy bow-tie with white polka-dots. He regards his companions as charges that need protecting and shows great concern should one of them go missing or be threatened. When he displays his bloody-mindedness. His memory for names is poor. black and pale pink broad-checked trousers. Science 2. His scientific methods are haphazard. Striking Appearance 2 In his second incarnation. He often seems to be nothing more than a bumbling idiot. TARDIS 2. wrinkled face. the Doctor is sometimes just bluff and bluster. Jamie and Victoria. On his travels the Doctor will talk little of his home planet. Musicianship (recorder) 1. however. for instance. Piloting 1. Iron Constitution 2. Even when things are against him. At the same time. his strong mind and ability to think quickly make him an inspiring leader who can restore courage to his frightened companions or direct people who are lost in indecision. THE SECOND DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Gaily painted recorder. He is somewhat amoral. Mischievous blue eyes twinkle out of his cheerful. but will quickly assume the credit for any of his companions’ cleverness. Suitable groups of companions: Ian. While the Doctor thinks he will often toot tunes on his recorder to relax or even dance a jig. Stealth 2 Size: 4 Weight: 3 Move: 3. the Doctor can look cheerful. It is then that he begins to doubt his abilities or the safety or effectiveness of equipment. 66 . By nature the Doctor loves a puzzle: he is intrigued by things that are out of place. Marksmanship 1. The crusty nature of his first incarnation has gone: the Doctor welcomes the presence of companions aboard the TARDIS and meets the unknown with a cheerful. sulky and then bemused in a matter of minutes. making his own. Temporal Science 2. Cheat Death 2. sonic screwdriver. and scuffed ankle. First Aid Hypnotism 2. Robotics 1. A victim of fast changing moods. Intuition 2. ill-considered action. Suitable groups of companions: Polly and Ben. TARDIS key Strength: 4. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship. Barbara and Vicki. Detective Powers 1. Polly. Con 2. The second Doctor is an accident waiting to happen: he blunders his way through space and time relying on luck and quick thinking to extricate himself and his companions from trouble. an illusion that is usefully disarming and conceals the Doctor’s true intelligence from potential enemies. Barbara and Susan. but somehow they get results. Ian. Medicine 1. Bench-thumping 3. Virtually all the Doctor’s new acquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. Yet the Doctor’s clowning and seeming ineffectiveness is not always an act: he is easily flustered. and he will often confuse them: Ian Chesterton often gets called Chesterfield. Regenerative Powers 3 Control: 4.DOCTOR WHO — TIME LORD and everyone had better do it his way. Yet beneath the charm he can be a devious schemer. Vicki and Steven. 500-year diary. His moral sense of good and evil is more balanced. pale blue short-sleeved shirt. which is framed by a mop of tousled black hair. sometimes erroneous judgments on good and evil. Ben and Jamie. Law 2. especially by his less experienced companions. Running 1 Knowledge: 6. Resourceful Pockets 2. Polly and Ben. He can become obsessed with small objects that to him are quite important yet seem irrelevant to anyone else. Transmat 1 Determination: 5. For all his seeming intelligence and capabilities. The Doctor will clown his way through adversity to put his enemies off guard until he finds their vulnerable points. He regards all of them as largely ignorant of science and short of ideas. Jamie and Zoe. the Doctor becomes an alarmingly aggressive figure: if he loses an argument he becomes ruffled and unsettled. His charm can equally be turned on powerful leaders to gain their favour. telescope. He maintains his clear-headedness by abstaining from alcohol. from which he is a runaway. Pseudoscience 3. Cryptanalysis 2. and he will do his utmost to thwart or destroy what he believes is wrong. the Doctor appears distinctly ruffled and comical owing to his shapeless clothing: he wears a baggy black frock-coat. the Doctor continually thinks of escape plans or ways of outbluffing or outmanoeuvring his opponents. Indomitable Will 2 Awareness: 4. Steven and Dodo. sad. MacGuffin 2. voluminous silk handkerchief.

Cheat Death 2. Jo or Sarah. Note: If the third Doctor’s knowledge of time travel has been restored. Pseudoscience 3. Regenerative Powers 3 Control: 5. he should have the abilities TARDIS 2 and Temporal Science 2. then the third Doctor can be described only as a dandy. a white shirt with ruffled front and cuffs. Explosives 1. Electronics 2. Bench-thumping 2. He always seeks to negotiate a peace between intelligent species. flexible face is lined and wise-looking. Intuition 2. Indomitable Will 2 Awareness: 4. His clothes are decidedly eccentric: a light grey wool coat trimmed with black felt on the collar and cuffs. Archery 1. Stealth 2 Size: 3 Weight: 4 Move: 3.DOCTOR WHO — TIME LORD THE THIRD DOCTOR Apparent age: mid 50s Species: Gallifreyan Equipment: Sonic screwdriver. Very much a man of action. sonic screwdriver. Cheat Death 1. He is often to be found head down at work on some circuit in the TARDIS’s control console or making improvements to his antiquated yellow car Bessie. Driving 2. he continually tries to overcome the physical limits they have put on the TARDIS and the mental block he has on dematerialization codes. Intuition 2. Lockpicking and Safecracking 1. First Aid 2. Martial Arts. Computing 1. Medicine 1. The Doctor is a humanitarian and an environmentalist. Striking Appearance 2 If the second Doctor was a clown. Sensitive Nose 1. MacGuffin 2. Sailing 1 Knowledge: 6. Cryptanalysis 2. He typically wears an elegantly tailored black velvet jacket. Iron Constitution 2. both causes on which. and he greets the unknown with a ‘How do you do’ rather than a gun. Temporal Science 2. TARDIS 1 Determination: 6. black bow tie and black cape lined with purple silk. Sleight of Hand 2. The third Doctor’s dandified image is complemented by an appreciation of fine wine and food: he is undoubtedly a connoisseur. Law 1. Hypnotism 1. Fast Reactions 1. Astrogation 1. the Doctor is an exponent of Venusian karate — one of the few beings with two arms that has been able to master this martial art — which he is quite prepared to use in self-defence. Rules and authority figures irritate the Doctor: he detests the stonewalling of politicians or bureaucrats when action must clearly be taken. First Aid 2. Transmat 2 Determination: 6. given the opportunity. THE FOURTH DOCTOR Apparent age: mid 30s Species: Gallifreyan Equipment: Bag of jelly babies. The Doctor is an incorrigible tinkerer and a great lover of gadgets and different means of transport. Regenerative Powers 1 Control: 5. Stealth 2. Exiled to Earth by the Time Lords. Running 1. matching 67 . Leaping 1. Bench-thumping 3. ultrasonic dog whistle. Computing 1. Archery 1. TARDIS key Strength: 4. Electronics 2. Driving 1. His humorous. Yet he abhors violence and is always ready to criticize the excessive or unnecessary use of force. black trousers. Science 2. Resourceful Pockets 1. Pseudoscience 3. Science 2. Brawling 1. Running 1 Knowledge: 6. Suitable companions: The Brigadier. Piloting 1. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Disguise 1. Mechanics 1. He is the voice of reason when others prove indecisive or obstructive. he will preach to companions and opponents alike. He is always ready to risk himself to save others. Edged Weapons 2. Occult 1. Lockpicking and Safecracking 1. Iron Constitution 2. Indomitable Will 2 Awareness: 4. encouraging them to live together in harmony rather than fighting. Striking Appearance 2 The fourth Doctor is a lively. Dangerous or pollution-creating technology is an immediate target for his scathing criticism and he is quite prepared to interfere to encourage environmentally sound progress. long scarf. TARDIS 2. Captain Yates and Liz. Robotics 1. he has piercing blue eyes and mid-length white hair. Occult 1. Sleight of Hand 2. Medicine 1. Command 1. TARDIS key Strength: 5. Resourceful Pockets 2. Hypnotism 1. Refined Palate 1. Sergeant Benton. MacGuffin 2. bohemian adventurer with a great passion for his travels in time and space.

He dresses in old-fashioned cricketing clothes: a long fawn coat with red edging. A panama hat with a red hat band is usually kept folded in a coat pocket. Hypnotism 1. He has a wild-looking face. however. The Doctor is constantly bubbling with ideas and responds quickly to the stimulus of new information. He adopts this approach even in adversity: any captor is likely to be subjected to a stream of seemingly inane observations or witticisms while the Doctor plans his escape. his naive approach often endangers their lives. Transmat 1 Determination: 6. he is angry if anyone ever disobeys such an order. He acts for the best of motives. Stealth 1. THE FIFTH DOCTOR Apparent age: early 30s Species: Gallifreyan Equipment: Sonic screwdriver. Odd-looking as he is. The Doctor’s carefree approach to his adventures often lands him in trouble from which he sometimes struggles to extricate himself. Cryptanalysis 2. Although he never intentionally neglects the safety of his companions. Striking Appearance 1. yet is not out of place: this incarnation of the Doctor is far more vulnerable than previous or successive ones. Romana 2. The Doctor will risk his own life to save his friends if they are in trouble and comfort them if they are afraid or upset: he often has to reassure Tegan with the 68 . He often goes along with someone’s plan just to buy thinking time: he has a clear sense of right and wrong. Science 2. Iron Constitution 2. And his companions often take the blame for his mistakes. the Doctor is a hugely charismatic figure. Indomitable Will 1 Awareness: 5. Reckless in action. The ensemble is topped off by a wide-brimmed black felt hat. Tracking 1 The youthful appearance of the fifth Doctor belies his great age and experience. leaving behind or sometimes losing vital pieces of equipment. His seeming innocence makes the Doctor a disarming person to meet: he uses boyish charm and a friendly smile to win the confidence of others. blue eyes and a mass of unruly curly brown hair. Electronics 2. Bench-thumping 2. Witty comments. He will inveigle himself into hectic situations before the participants even have time to realize there is a stranger among them. Medicine 1. TARDIS 2. Computing 1. however. Romana 1 and K9. able to make friends easily with a winning smile and a touch of humour. He tends to be absent-minded. Sport (cricket) 3. cricket ball. Yet their tendency to wander into danger is sometimes the Doctor’s fault: he has a habit of withholding important information while he tries to work out what is going on. Resourceful Pockets 1. and does not mean to upset his companions. Piloting 1. even ordering companions to stay on board the TARDIS. The charm. with a great awareness both of his and his companions’ mortality. offering help or advice and sometimes even tinkering before anyone can stop him. TARDIS key Strength: 4. puns and offerings of jelly babies are the Doctor’s weapons against a hostile greeting. First Aid 2. He can be too protective. cream and red striped trousers and white cricket boots. anxious character who is plainly worried about the course of events or the real intent of those people he encounters. however. Cheat Death 2. Such nervous energy translates into a sense of urgency when the Doctor finally acts. Nyssa and Tegan. MacGuffin 2. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. This incarnation of the Doctor is more of a loner than previous ones: he regards companions as a hazard because they require too much safeguarding. Suitable groups of companions: Sarah and Harry. Edged Weapons 2. Mountaineering 1. Pseudoscience 3. however. a cream and brown waistcoat. Marksmanship 2. His companions may even find his actions morally unacceptable: despite his abhorrence of unnecessary killing. Temporal Science 2. Detective Powers 1. he dislikes those in authority. can conceal a nervous. Con 1.DOCTOR WHO — TIME LORD baggy grey trousers tucked into brown calf-length boots. the Doctor is not afraid to shoot an enemy if he believes it is the best and only solution. Regenerative Powers 2 Control: 4. Adric. Sleight of Hand 2. Running 1 Knowledge: 6. Command 1. Brawling 2. in his attempts to buy time while he thinks through a problem. stick of celery on left coat lapel. He asks questions of other people at random. Leela and K9. the Doctor never seems completely to succeed: his solutions to problems are somehow incomplete and can have tragic consequences. often with no apparent connection. K9 and Adric. open-necked shirt and a long scarf that has to be looped round his neck many times to keep it out of the way of his feet. His genius. is erratic: the Doctor is temperamental and prepared to be bluntly rude to anyone who interferes with his work. Driving 1. His blue eyes and straight fair hair heighten his innocent appearance. cream cricketing pullover and sports shirt also trimmed in red. Like his previous incarnation.

Medicine 2. Electronics 1. making him look like a timetravelling jester. MacGuffin 2. He is quite able to act quickly and ruthlessly to overcome an attacker. but to him it is a sign only of genius. Brawling 1. the Doctor can be unintentionally rude in pointing out the mistakes or stupidity of others. TARDIS key Strength: 4. Bureaucracy 1. Con 2. Hypnotism 1. Cryptanalysis 2. TARDIS 2. his favourite song is On With The Motley. Bench-thumping 2. Leaping 2. voluminous handkerchief. Animal Handling 1. He can be unbearable if he is correct. Nyssa and Tegan. and although he shares his predecessors’ dislike of killing. Driving 1.’ Suitable groups of companions: Adric. however. Escapology 1. teddy bear. Sleight of Hand 2. brightly coloured clothes that the sixth incarnation of the Doctor wears reveal much about his personality. First Aid 1. Stealth 1 Size: 3 Weight: 4 Move: 3. Striking Appearance 1 Although the seventh Doctor looks like a music hall entertainer. the Doctor has a brash. First Aid 2. His theatrical temperament permits only him to be the centre of attention. yellow and black striped trousers and orange spats over green shoes.DOCTOR WHO — TIME LORD words ‘Brave heart. Temporal Science 2 Determination: 6. Disguise 2. Striking Appearance 2 The garish. Such changing moods make him appear unstable to his companions. Bench-thumping 1. and cannot keep quiet while the other person has his say. Cryptanalysis 1. TARDIS 2. Running 1. The Doctor likes to sing while he works. Con 1. Musicianship (keyboards) 1. THE SEVENTH DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Umbrella. It is as if this incarnation has lost areas of memory restored to him. His red and green particoloured coat is trimmed with both pink and tartan cloth. resounding voice and has incredible confidence in his own abilities. Resourceful Pockets 1. Words are not the Doctor’s only weapon. Resourceful Pockets 2. Cheat Death 2. Lockpicking and Safecracking 1. abrasive personality. Medicine 2. Regenerative Powers 3 Control: 4. MacGuffin 1. The Doctor will interrupt an opponent with childish outbursts and rude remarks. Turlough and Peri. Detective Powers 1. Science 2. he also wears a check waistcoat. Tegan and Turlough. His actions. however. Unsurprisingly. and unnecessarily elaborate. Sleight of Hand 2. Marksmanship 2. Iron Constitution 2. He is prone to pontification. Intuition 2. Indomitable Will 1 Awareness: 4. Indomitable Will 2 Awareness: 4. The Doctor is quite pleased with his ability to do the unexpected. becoming smug. vital information and plots that he must follow up to win the game of chess against evil played on the board of the uni- 69 . are often showy. THE SIXTH DOCTOR Apparent age: late 30s Species: Gallifreyan Equipment: Golf umbrella. or if he is wrong. Computing 1. The Doctor is undoubtedly a great warrior of words: debates and arguments excite him and he is a great orator. A blue ribbon-like cravat with white polka-dots is worn round the collar of a white shirt and he wears a cat badge on his left lapel. His temperament is somewhat erratic and changes quickly and violently. Intuition 2. Iron Constitution 2. Science 2. Nyssa. his comical appearance disguises an in-depth knowledge of the nature of the universe. in which case he sulks. Suitable companions: Peri or Mel. Brawling 1. Tegan. Pseudoscience 3. Electronics 2. Keen Sight 1. Regenerative Powers 3 Control: 5. Hypnotism 1. Pseudoscience 2. Swimming 1 Knowledge: 7. Computing 1. Cheat Death 2. he is quite prepared to shoot if needs be. TARDIS key Strength: 5. Stealth 2 Size: 4 Weight: 3 Move: 3. Running 1 Knowledge: 6. Fond of his own cleverness. He is a supreme egotist: he loves the sound of his loud. Juggling 1. Temporal Science 2 Determination: 7.

He uses his companions as tools against his foes. He needs his companions partly to share his burden. Suitable companions: Mel or Ace. a trait that seemingly betrays their trust in him. He hates authority and if his insistence on action fails to bring results. His comical. a straw hat with a narrow upturned brim. A woollen pullover in the same colours. dark brown jacket. he becomes abrupt and abrasive. 70 . His short scarf and the large handkerchief that dangles precariously out of one jacket pocket are made of the same silk.DOCTOR WHO — TIME LORD verse. red and cream paisley silk tie. he seems to take on the role of teacher. although he usually has a back-up scheme. curly black hair. he has blue eyes and short. The Doctor bluffs his way into the friendship and trust of others in order to determine what is going on. Indeed. In spite of his foresight and planning. and a black umbrella with a handle in the form of a large red question mark complete his outfit. He is a great schemer whose plans are woven in time and space. brown check trousers and a white shirt. the Doctor tends to underestimate his opponents. Mysterious by nature. around the collar of which is a green. the Doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them. round face has a forehead that is furrowed by the wrinkles of cosmic worry. Yet he would never intentionally harm his friends and acts for their best interests. decorated with red question marks. or they just would not understand. an approach that is helped by his likeable and easygoing nature and an ability to adapt quickly to local customs. educating his proteges and increasing their awareness of the nature of the universe. The Doctor wears a long.

Leaping 1. rather than those who travel only briefly in the TARDIS. aluminium baseball bat Strength: 3. Late 1980s street fashion is the best description of Ace’s attire. can usually be produced from her resourceful backpack. It is a severe hairstyle that makes her squarish. Ace is a delinquent. Characters such as Sara Kingdom in The Dalek Master Plan. Earth Equipment: Large backpack. Explosives 2. making the most of sometimes limited knowledge and abilities. She has long. a short black pleated skirt. a trait that often imperils herself or the Doctor. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman. Mountaineering 1. The Doctor provides a steadying influence and. There is scope. she typically reacts by running away. acting as further sets of ears and eyes to gather information that he needs. called nitronine. 71 . Command 1. Swimming 1 Knowledge: 4. which is frequently used to devastating effect. more importantly. Blunt Weapons 1. Brawling 1. Companions are usually just ordinary people with few remarkable talents. Ace is no fool. Although he may appear abrupt and unfriendly to newcomers in the TARDIS’s crew. To play a companion well. When playing these roles. Audrey. Yet they provide vital support for the Doctor. however. black leggings and greasy Dr Marten shoes. it should be remembered that these characters are fallible: they are not hero figures. He quickly becomes fond of his new friends and is sad to see them leave when they choose to go their own way. She hates her 20th century home life in Perivale. The friends and companions of the Doctor listed here are those who have adventured with or known him for longer than one adventure — people who can truly be considered companions. a black satin padded jacket that is covered in badges and patches. self-destructive and prone to sulking if no one pays her attention. ACE (DOROTHY) Apparent age: late teens Species: Human. the Trojan slave Katarina from The Myth Makers and Ray from Delta and the Bannermen are not included: they are secondary characters who have helped the Doctor but not gone on to travel with him on other adventures. and it takes careful and reasoned persuasion to restore her faith. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. unpredictable teenage girl whose experiments with explosives blew her out of 20th century Earth through a time vortex into the far future. She has formulated her own.DOCTOR WHO — TIME LORD COMPANIONS If there is one thing that is clear about the Doctor it is that he needs companionship on his travels. and even ensuring that his enemies are thwarted should he be knocked out or captured. west London. and detests her real name of Dorothy and her mother. Put simply. Con 2. On the Doctor’s request she ‘never’ carries it: one or two canisters. destructive weaponry or the unknown. ghetto blaster. Resourceful Pockets (pack) 2. Driving 1. Ace’s eyes are hazel. although at times she is naive. is a challenge and can prove more rewarding than playing the multitalented Doctor. She typically wears a garishly coloured T-shirt. Striking Appearance 1 Ace is a dangerous. Cheat Death 2 Control: 4. On the whole she is unruly. Keen Sight 1. pleasant face look hard. straight mousy hair which is frequently scraped up and back and knotted into a plait. Ace’s scientific interests lie largely in the manufacture of explosives. Computing 1. Science 1 Determination: 3. If her trust is betrayed. it is partly his concern for their safety that makes him reluctant to accept them on board. Mechanics 1. for such characters to take part in TIME LORD adventures if the referee believes they are necessary — especially if there are too many players to take on the roles of standard companions. Independent Spirit 2 Awareness: 3. Anything that Ace fails to understand or that frightens her is usually a subject for destruction. Marksmanship 2. is a person that Ace trusts. however. Running 1. She relishes seeing or playing with machines.

Screaming 1. she can become distressed if he is not there to comfort her. Usually. His intelligence and scientific approach to life make him vulnerable to the utopian concepts of other people or races. She will support and comfort other women who are scared or upset and restrain her own fears while doing so. and he tends to dismiss the opinions of more experienced people. however. Earth Equipment: None Strength: 3. Barbara typically dresses formally in a matching jacket and knee-length skirt with either a blouse or polo-neck top. such as the Master. a sharp. He is a native of Exo-space — the negative side of the universe — and a descendant of the rapidly evolving marshmen of the mist planet Alzarius. Running 1 Knowledge: 5. Quick Recovery 3 Control: 4. Keen Sight 1 Adric is a young Alzarian scholar who is brilliant at mathematics — a subject for which he has a strong passion. Running 1 Knowledge: 4. BARBARA WRIGHT Apparent age: late 20s Species: Human. oval face and green eyes. Beige. blue. 72 . she does have inner strength which can manifest itself in situations where she might ordinarily be expected to break. Acute Hearing 1. Although Barbara is a vulnerable character. He wears a yellow jerkin with beige sleeves: on the left breast is a red pocket to which is attached a goldedged. She is likely to become emotional when trapped or imprisoned and at times such as this she turns for support to her colleague and close friend Ian Chesterton. obeying them with studious accuracy. a snub nose and brown eyes. Intuition 1. although she tends more to appreciate its fineness or the quality of jewellery. neck-length straight hair. History 2 Determination: 3. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. he is a cheerful. Mathematics 3. Despite her ability to reason sensibly.DOCTOR WHO — TIME LORD ADRIC Apparent age: mid teens Species: Alzarian Equipment: None Strength: 3. Adric’s fault is that he can take commands or suggestions too literally. good-humoured boy who is concerned about the well-being of his fellow companions in the TARDIS. or at least believes is the right one in the circumstances. He looks about 16 years old. Stealth 1. Like Ian Chesterton. however. She has brown. even to the extent of betraying his friends. His confidence in his own genius makes him arrogant and pugnacious. Science 1 Determination: 3. Keen Sight 1. First Aid 1. Strong Passion (Ian Chesterton) 2 Awareness: 3. Cheat Death 2 Control: 4. In turn. she is easily scared by the unknown and can behave irrationally. Adric is eager to be accepted by other people because he has no family and no reason to return to his home planet of Alzarius. baggy trousers complete his attire. Independent Spirit 2 Awareness: 2. Acute Hearing 1. Blunt Weapons 2 Size: 3 Weight: 3 Move: 3. He is happiest working out complicated problems for pleasure and can become so involved in a calculation that he fails to notice his companions want to talk to him or have left him alone. Round-faced Adric has black. She is on the verge of becoming the liberated woman that Earth society in the 1960s brought forward. she enjoys dressing up in period clothing. appreciate how useful the young scholar’s skills are to their plans. And she will become assertive if she has to champion a cause she believes in. star-shaped badge for mathematical excellence. Striking Appearance 2 Barbara is an attractive and intelligent history teacher who worked at Coal Hill School in London. bouffant. the enemies of the Doctor. and Adric can find himself manipulated into working against the Doctor. straight hair which comes down to her neck.

Stealth 1. walkie-talkie Strength: 5. Brawling 1. however. Ben does not seem to be able to accept the change from a serious old man to what he regards as a clown. making it a very English relationship. Ben will probably do it with little argument. as a result he is more argumentative. Brawling 2. First Aid 2.DOCTOR WHO — TIME LORD The Doctor often infuriates Barbara. He will argue a point forcefully and insistently even if his efforts are to no avail. And if he cannot win by direct argument he will try to think of another way of achieving an objective. Sailing 1. he would rather be part of the action. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. well-intentioned and honest sergeant of United Nations Intelligence Taskforce and is assigned to Brigadier Lethbridge Stewart’s immediate staff. sandy hair and hazel eyes. Intuition 1 Ben is an arrogant. Although he often accepts these tasks stoically. Mechanics 2. Stealth 1 Size: 4 Weight: 3 Move: 3. but neither person seems to realize the truth. He wears either a striped shirt or polo-neck and V-neck pullovers with slacks. Cheat Death 1. Piloting 1. Driving 1. often calling her Duchess. so if someone in a uniform tells him to do something. Bureaucracy 1. He regards the Doctor very much as the captain of the TARDIS and treats him with respect. Ben’s experience as an able seaman in the Merchant Navy makes him tough and resourceful. Ben has fair. silencer. Marksmanship 3. Engineering 1. Initially wearing his blue sailor’s uniform with bell-bottoms and cap emblazoned HMS Teazer. Ben is used to taking orders. He habitually drops his aitches in speech and uses Cockney rhyming slang. Fast Reactions 1. First Aid 2. She is in love with Ian. Range 4). Marksmanship 1. Con 2. Ben quickly adopted fashionable civvies for his adventures with the Doctor. Lockpicking and Safecracking 1. His attitude towards the second Doctor. He is a dependable character with a strong liking for the Doctor and his travelling companions. impertinent Cockney sailor who met the Doctor in 1966 while on a shore posting: his ship had just sailed to the West Indies for six months. Earth Equipment: Automatic pistol (Wounds 5. Ben gets on well with Polly. Swimming 1 Knowledge: 4. Earth Equipment: Penknife Strength: 4. Running 1 Knowledge: 4. 73 . Benton will jump his captor. He is a capable tactical leader and an accurate shot: only the invulnerability of aliens to gunfire make his assignments impossible. Cheat Death 1. is very different. Wilderness Law 1 Determination: 4 Awareness: 3. Benton’s trust in the Doctor even extends to allowing the Time Lord to escape from his custody. Explosives 1. He is quite able to hold his own in a fight and equally can tackle problems that require practical knowledge or where available resources are scanty. As a UNIT sergeant. Quick Recovery 1 Control: 4. Barbara’s reactions and decisions will be strongly coloured if Ian is affected by them. the Doctor finds this difficult to understand. although she tends to restrain her feelings: it is Ian who often speaks for both of them. Benton often ends up obtaining equipment for the Doctor’s experiments and devices or running mundane errands for Captain Yates or the Brigadier. Tracking 2 Benton is a charismatic. Threatening Benton with a gun is a dangerous pursuit: if an opportunity arises. SERGEANT BENTON Apparent age: early 30s Species: Human. with whom he sympathizes when the Doctor demonstrates the impossible side of his nature. Running 1. Quick Recovery 1 Control: 4. Navigation 1 Determination: 4 Awareness: 3. BEN JACKSON Apparent age: mid 20s Species: Human. Precision 1.

Piloting 1. He devises clear. The Brigadier resents and dislikes higher authorities obstructing his investigations and is not afraid to say so or to take action against them. binoculars Strength: 4. an independent. First Aid 1. He variously wears full officer’s uniform or combat fatigues depending on the nature of his assignment. Lethbridge Stewart is a classic example of the officer who leads his men from the front and who would not ask them to do anything he would not do. In spite of regular confrontations with the unbelievable. Marksmanship 2. although he greatly realizes the Time Lord’s usefulness. If it is inexplicable and alien. a neatly trimmed black moustache and hazel eyes. The Brigadier favours using an old-fashioned Webley pistol as his sidearm. Command 2. The Brigadier is slightly chauvinistic and will not allow the Doctor’s young female companions to put themselves in danger. short black hair. The Brigadier becomes snappy and abrupt with men who fail to accomplish their tasks. Bureaucracy 1. blue eyes and mid-brown short hair. He is courageous but not foolish. THE BRIGADIER Apparent age: late 30s Species: Human. He dresses in either a khaki uniform or combat fatigues. Fast Reactions 1. His practical. Driving 1. but he often finds himself subject to the rules of the nationalistic British government which does not appreciate his global priorities. Solidly built Benton has a squarish face. Brawling 1. Benton is ‘one of the blokes’ at heart and is sometimes distracted by the desires of his stomach for food! His likeable. he rarely drives himself anywhere. complete with a light. swagger stick. Wilderness Lore 1 Determination: 4. Technically he reports direct to UNIT’s main base in Geneva. Lethbridge Stewart has a handsome. sand-coloured UNIT beret. It has taken only a few adventures with the Doctor to make Benton believe almost anything is possible: although Benton might not understand the Doctor’s scientific explanations. good-humoured nature means he gets on well with the troops and low-ranking officers alike. Quick Recovery 1 Control: 5. down-to-earth nature means that he understands little of the Doctor’s scientific mumbo-jumbo. he is prepared to accept what the Doctor says is true. Explosives 1. Earth Equipment: Revolver (Wounds 5. Indomitable Will 1 Awareness: 4. the Brigadier is still sceptical about the Doctor and space-time travel. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. worldwide intelligence group that monitors and investigates alien threats. As an officer. he is usually accompanied by a driver or pilot. sensible plans of action but is overfond of using military force to beat off aliens even if they appear to be bullet-resistant.DOCTOR WHO — TIME LORD Benton suffers from poor luck — people or objects he is suppose to be watching often disappear or go missing — which is sometimes mistaken for incompetence. angular face. 74 . Cheat Death 2. walkie-talkie. The Brigadier is an exceptionally competent army officer with an ability to adapt quickly and make the most of the resources available to him. plausible reason even if it is wrong and the alien landscape in front of him does turn out to be somewhere other than Cromer. He will often come up with another. Running 1 Knowledge: 4. Range 4). Striking Appearance 2 Brigadier Alastair Gordon Lethbridge Stewart is head of the UK section of the United Nations Intelligence Taskforce. the Doctor is the man that the Brigadier wants on the job regardless of what government officials say.

Yet she acts as a welcome check on the hasty. however. Medicine 2. thick black ring and a short black skirt decorated with many bright red rings that she wore in the Celestial Toymaker’s realm. Earth Equipment: None Strength: 3. hazel eyes and short. rough London accent which makes her laugh seem rather throaty at times. He typically wears naval club attire: a navy blazer. Escapology 1. Marksmanship 1. He appears disarmingly friendly. Dodo has a roundish. HARRY SULLIVAN Apparent age: early 30s Species: Human. pale blue shirt and naval tie. Harry always tries to do what is best for his friends. does not seem to deter him: his strength is that he will keep trying until he succeeds. curly brown hair. Perhaps Dodo’s most striking choice of clothes is the sleeveless. Running 1 Knowledge: 4 Determination: 3 Awareness: 3. are precious. especially to the Doctor when it is time to be serious. Dodo typically wears sensible flat black shoes. who has described him as a clumsy. Driving 1. She makes extensive use of the TARDIS’s wardrobe. smiling face. Her naivety means she is easily duped: it would take only a pretence of being injured for an enemy to convince Dodo to drop her guard. yet will defiantly face adverse situations with a British determination to play things by the rules right until the end. Her youthful impulsiveness and independent spirit are quite likely to send her off on completely different directions from those of her companions. even if there is a common aim. Dodo maintains her child-like qualities. ham-fisted idiot. He has a frank and hearty manner which translates into a boyish enthusiasm for supposedly glamorous duties such as spying. grey trousers and black shoes. The outfit was topped off with a floppy red peaked cap. Failure. First Aid 2. Running 1 Knowledge: 4. Women. Disguise 2. Harry acts the gallant when women are around and is reluctant to let them do anything remotely dangerous.DOCTOR WHO — TIME LORD DODO (DOROTHEA) CHAPLET Apparent age: late teens Species: Human. 75 . Striking Appearance 1 Well-intentioned Harry Sullivan frequently makes life awkward for the Doctor. which is framed by short. She frolics through time and space with complete faith that the Doctor knows what he is doing and can get his companions out of trouble. but somehow it has a habit of going wrong. Harry is a lieutenant in the Royal Navy. Brawling 2. Science 1 Determination: 4 Awareness: 2. all Harry is likely to comment is: ‘I say!’ Unintentionally chauvinistic. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. Despite her startling adventures. where he is a medical doctor. His good-natured and caring approach can. make him seem over-protective: it certainly irritates Sarah-Jane who is fed up being called ‘old girl’ or ‘old thing’. Striking Appearance 2 Cheerful 1960s London schoolgirl Dodo treats adventuring with the Doctor as one big game. Cheat Death 1 Control: 3. A duffel-coat seems to be all he needs to survive the harshness of cold climates. She has a distinctive. fragile objects. ill-considered actions of Steven Taylor and often prevents him from doing something foolish. neatly cut black hair. Earth Equipment: Emergency medical kit Strength: 5. however. Musicianship (piano) 1. in Harry’s eyes. Blue eyes twinkle out of Harry’s squarish face. low-cut bright red top with a central. Confronted with the unknown. She is easily scared by the unknown. Her almost ceaseless optimism can be irritating. Cheat Death 1 Control: 4 Size: 4 Weight: 3 Move: 3. Screaming 2.

Science 1 Determination: 4. Such dressing up brings out the dandyish side of his nature: he will often ask female companions what they think about his outfit. neatly cut brown hair. Ian has adjusted well to time travel and finds the exploration of new worlds is stimulating. is quietly heroic: he might only boast of his exploits after an adventure has ended. Edged Weapons 2. Strong Passion (Barbara Wright) 2 Awareness: 3. Acute Hearing 1. Earth Equipment: Dirk (Wounds 4) Strength: 5. He usually wears a neat suit with shirt and tie. Earth Equipment: Minor useful items typically found in an Englishman’s jacket pockets Strength: 5. he rarely loses sight of his logic in an argument. The young highlander is tough. These qualities and his bravery do justice to his title of Sir Ian of Jaffa. Jamie is a brawny youth with brown hair and blue eyes. Jamie is brave and sometimes has to be restrained from rash actions that would endanger his life. although their relationship has developed only during their travels with the Doctor. He is close to fellow schoolteacher Barbara Wright. Edged Weapons 2. 76 . Resourceful Pockets 1. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. however. He wears a kilt and sometimes a plaid. but the Time Lord’s superior attitude and constant testing irritate him and can lead to arguments and a very strained atmosphere. The Doctor’s actions sometimes puzzle Jamie. his tunic if often supplemented or replaced by clothes from the TARDIS’s wardrobe. He acts nobly and defensively to help his friends and travelling companions. He is more a fighter than a thinker. but he has a shrewd mind which is quite capable of tackling practical problems. Mountaineering 2 Size: 4 Weight: 4 Move: 3.DOCTOR WHO — TIME LORD IAN CHESTERTON Apparent age: early 30s Species: Human. Outwardly an observer might notice only that they were good friends. Brawling 2. Blunt Weapons 1. hardy and full of fighting spirit. although his upbringing means he is superstitious and largely ignorant of technology. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. awarded to him by King Richard I of England at the time of the Crusades. His meeting with people from other worlds and times reveal that he has a ready wit. Ian has a handsome. Cheat Death 1 Control: 4. but is ready to adapt to his environment and wear period clothes. Despite coming from a culture which uses muskets and flintlock pistols. Musicianship (bagpipes) 1 The Doctor rescued Jamie from the aftermath of the battle of Culloden in 1746. When he does understand what is happening it is quite likely that he will unintentionally blurt out part of the plan before realizing that it was meant to be a secret. likeable face. Although Ian is hot-tempered. Jamie carries a weapon. Jamie has no difficulty understanding how to use weapons such as blasters. particularly Barbara. Unusually for one of the Doctor’s companions. JAMIE MCCRIMMON Apparent age: late teens Species: Human. a dirk which is usually stuck in the top of one of his long socks. who cannot always work out what the Doctor intends to do. Marksmanship 2. Striking Appearance 1 Ian is a forthright teacher who frequently questions the motives and actions of the Doctor. his quick-thinking is a constant help when negotiating with other people. Ian. green eyes and short. Running 1 Knowledge: 4. The Doctor effectively inhibits Ian’s resourceful and inventive nature and arguments are often only prevented by the intervention of fellow companions. Cheat Death 1 Control: 3. Driving 1. Brawling 2. He is fond of the Doctor.

Most noticeably. K9 has an inquiring mind. attractive Jo is a fully trained UNIT agent. an extendible probe in the centre of his forehead allows K9 to make contact with machines and other computers — including the TARDIS’s — to exchange information. TARDIS 1 Determination: 6 Awareness: 4. Independent Spirit 2 Awareness: 3. baggy paisley or flower-patterned blouses with large. miniskirts or crisply pressed flares and clumpy platform-soled boots. rounded collars. is a sweetie. Computing 2. Cryptanalysis 1. Acute Hearing 1. Explosives 1. blue-grey eyes and a cheerful. Jo. confined to one word questions such as ‘Master?’ or ‘Mistress?’ or brief replies such as ‘Mission accomplished’. Highly sensitive scanning systems allow K9 to report on the presence of approaching people or creatures. The greatest weakness of K9 is his reliance on battery power: he needs recharging from time to time. chunky rings Strength: 3. Stealth 1 Size: 5 Weight: 2 Move: 2 Knowledge: 6. often with the best of intentions. Special Immunity. Striking Appearance 2 Poor Jo always tries to help the Doctor. Cheat Death 2 Control: 3. Lockpicking and Safecracking 2. The Doctor also cannot resist tinkering to repair or improve parts of 77 . UNIT’s headquarters is considerably brightened by Jo’s presence. Keen Sight 2. Stealth 2 Size: 4 Weight: 3 Move: 3. but invariably hinders him or disrupts his experiments. Medicine 1. Tracking 2 Professor Marius of the Bi-Al Foundation designed and built K9 to be. Mathematics 2. K9 Apparent age: N/A Species: Robot dog Equipment: Reflective armour casing (Armour 6. It is sometimes hard for some observers to believe that petite. counterpointing the sometimes vague requests or statements of the Doctor. Serendipity 3. Although her placement is because of family influence. even though he may not be able to explain it simply. pleasantly attractive face. For a robot. his portable computer and doglike companion. K9 is mobile. Regenerative Powers (circuits only) 3 Control: 3. She is slightly scatterbrained and decidedly accident prone. Escapology 2. She wears fashionable clothes from the early 1970s: brightly coloured. Cryptanalysis 1. Electronics 1. Radiation 1) with a weak point (neck. Earth Equipment: Lockpicks and skeleton keys. The accuracy of his English can be quite humorous. ‘Affirmative’ or ‘Negative’. Jo also tends to wear chokers. His responses are short. She is ideal for wheedling supplies out of hardened quartermasters and the like. Marksmanship 3. however. Jo has mid-length to long straight fair hair. First Aid 1 Determination: 2. and is eager to show that she can be of use when one of her specialities is needed. appealing nature that often enables her to get people to co-operate with her rather than being obstructive. Jo has a lovable. K9 can reliably store and recall data using his computer circuits. Armour 2). Acute Hearing 4. K9 can be infuriating to work with as he will orally correct the errors of his master or mistress. Size 7. Martial Arts 1. quite simply. blaster (Wounds 7 on kill. Running 1 Knowledge: 4. Always logical and precise. but her irrational or clumsy actions often have a habit of working out for the best. she wears one or more rings on each of her fingers — a gaudy selection of chunky jewellery. battery powered and capable of independent action and thought. including their numbers and probable intent. in effect. Wounds 3 on stun) Strength: 3. Precision 3. Con 2. He has been programmed with everything his inventor knows and can rapidly assimilate new information. Driving 1. He communicates with his master by speech. she is quite competent in some areas. Science 1. and delivered in a rising electronic voice.DOCTOR WHO — TIME LORD JO (JOSEPHINE) GRANT Apparent age: mid 20s Species: Human. especially if forced extensively to use his blaster.

First Aid 1. Cryptanalysis 1. She undertook research at Cambridge University and has degrees in medicine. Janis thorn (fast-acting poison 5) Strength: 5. Keen Sight 2. Originally called in by UNIT during the first Nestene invasion. Iron Constitution 2 Control: 5.DOCTOR WHO — TIME LORD K9. Striking Appearance 2. Running 1 Knowledge: 2. K9 can issue printed reports using the hard copy output located in his mouth. leaving him out of action and in bits in the TARDIS. Electronics 2. 80cm long at the base and built out of a grey metallo-plastic. she stayed on as the Doctor’s assistant. tancoloured hunting leathers and knee-length leather boots. answering at the same time. Intuition 2. Detective Powers 1. Acute Hearing 1. Edged Weapons 2. She initially had brown eyes. clever scientist who frequently proves she is more than a pretty face. when they are questioned by someone. She will often unintentionally contradict the Doctor. Running 1 Knowledge: 5. One result of her direct nature is that she takes people literally and confuses the meaning of unfamiliar colloquialisms and sayings. K9 is ingot-shaped. K9’s flat-sided. Disguise 1. although her adventures with the Doctor mean she is slowly believing less in magic and more in science. Two curved antennas on his head act as tracking and audio sensors. Leela appears to be in her mid 20s. A raised cowling on his snout conceals a blaster that has to be extended for use. and believes it is right to celebrate the death of an enemy. a tribe of regressive Earth colonists who worship remaining items of high technology as relics. Driving 1. Medicine 2. His visual circuits are protected by a red panel running across his forehead. Stealth 1 Size: 4 Weight: 3 Move: 3. Leela asks direct questions of the Doctor and other people. Tracking 2 Leela is a savage warrior of the Sevateem. Acute Hearing 2. tanned skin and typically wears hard-wearing. Striking Appearance 2 Liz Shaw is an attractive. has long brown hair. Poisons 2. ribbed link. LIZ SHAW Apparent age: late 20s Species: Human. The Doctor can summon K9 by blowing on a sonic whistle to which K9’s audio-circuits are programmed to respond. She is quick to suggest killing an opponent as a way to get rid of him. is meteorites. Earth Equipment: None Strength: 3. LEELA Apparent age: mid 20s Species: Regressive Human Equipment: Hunting knife (Wounds 4). Her speciality. Leela has a strongly developed sense of intuition that allows her to sense danger and evil. but a blinding explosion in The Horror of Fang Rock turned them blue. 78 . Linguistics 2. his tail is a radio aerial. however. she also boldly states whether something is within her capabilities. Thrown Weapons 2 Size: 3 Weight: 4 Move: 4. This primitive background means she is superstitious. around which hangs a tartan dog collar. Science 2 Determination: 4. She always carries a hunting knife and often uses a poisonous janis thorn to paralyse and kill her enemies. Cheat Death 2 Control: 4. Independent Spirit 1 Awareness: 4. tough leather body armour (Armour 3). Stealth 2. doglike head is attacked to his body by a flexible. about 50cm tall. Her warrior training has made her ruthless and fearless. Wilderness Lore 3 Determination: 5 Awareness: 3. Her movements are catlike and betray her fierce background. A push-button control panel is located in the centre of his flat back. physics and a number of other subjects. Computing 2. and she often takes independent and sometimes rash action against the advice of the Doctor. Archery 1.

She typically wears white sacks with navy polka-dots. Because she is strong-minded. voluminous short coat for outside wear. Her outfits are rounded off by knee-length white boots. cream and brown and she tends to wear pink or cream-coloured miniskirted dresses. NYSSA Apparent age: early 20s Species: Human. Computing 2. Traken Equipment: None Strength: 3. Gymnastics 1. A matching bow in her hair completes her outfit. Command 2 Awareness: 3. is that she has a memory like an elephant’s: she does not forget information or details. Cheat Death 2 Control: 5. It is easy to tell when she is genuinely frightened: loud screams usually result when Mel is confronted by alien monsters or terrifying situations. she often has to compensate for the Doctor’s sulkiness by explaining events to people or pacifying them. Liz has a wry sense of humour and appreciates the Doctor’s irreverent and lighthearted approach to UNIT affairs. but Liz also has a tendency to wear outrageously fashionable clothes. Eloquence 2. Striking Appearance 2 Nyssa is the quiet but clever daughter of Consul Tremas of Traken. Dancing 1. As a fitness fanatic. When she is excited. Science 1 Determination: 4 Awareness: 3. TARDIS 1. and a white. as the Doctor says. curly red hair makes her distinctive and easy to spot in a crowd. the one making up for the shortcomings of the other. MEL (MELANIE) Apparent age: early 20s Species: Human. She is quite bright and inventive. Earth Equipment: None Strength: 3. Cheat Death 2 Control: 4. Medicine 2. Pseudoscience 1. Detective Powers 2. Cybernetics 2. she can seem squeaky-voiced and anxious. she and the Doctor make a formidable research team. tried to change the ways of an incorrigible space pirate and attempted to imbue an indecisive coward with bravery. Whether she succeeds or fails is largely immaterial: it will not stop her trying to compensate for the faults of others. First Aid 1. When she is calm. green-brown eyes and sharp-featured face would make anyone stand out in the scientific community. Mel has a thin face and dark green eyes. She is imbued with the peace-loving and noble nature of her father. Screaming 2 Mel is a tireless reformer of people. Bureaucracy 2. flat white shoes or boots. Stealth 1 Size: 4 Weight: 3 Move: 3. She is quick-witted and will make the most of any opportunity presented to her. Con 1. Fair hair. Mel’s long. Temporal Science 1 Determination: 4. Eloquence 1. honest and very trusting. educational experience. which accounts for her belief that there is good in all things no matter how evil they 79 . Her brilliance is sometimes overshadowed by the Doctor’s own genius. Law 2. Marksmanship 2 Size: 4 Weight: 3 Move: 3. floppy-brimmed hat. Electronics 2. Running 1 Knowledge: 5. Mel always seems to be bounding with energy. qualities that suit her computing work in 20th century England. Science 2. Electronics 1. Dancing 1. She has subjected the Doctor to a fitness programme. and a mid-blue top with white polka-dots and pleated tails. Running 1 Knowledge: 4. Mel is quite adventurous at heart and regards her travels in the TARDIS as an exciting. Screaming 1. as does her tendency to wear candy-coloured clothes. Computing 1. Acute Hearing 1. Liz becomes quite serious and intense when she has a scientific problem to unravel. In spite of her nervous nature. a black. Her other great quality. she seldom takes orders: she usually has to be convinced of the necessity of doing something before taking action. She is truthful. Her favourite colours appear to be pink. Astrogation 1.DOCTOR WHO — TIME LORD Together. making it sometimes difficult to tell whether she is happy or scared.

Her technical background means she sometimes lapses into incomprehensible scientific speech. This habit makes her unpredictable but also gives her a finely developed sense of trustworthiness: she seems to know when someone intends to harm her friends or herself. Bioelectronics is Nyssa’s speciality. brunette hair. aristocratic. tight-fitting trousers of the same material. Peri is easily scared and responds by shrieking piercingly and loudly if she is taken by surprised or confronted by dangerous aliens. Independent Spirit 2 Awareness: 3.DOCTOR WHO — TIME LORD might seem. She prefers to let other people act and interferes only if they get nowhere. at which point she becomes nervous and edgy. Like Tegan. All of her bright. Stealth 1 Size: 3 Weight: 4 Move: 3. a wide smiling mouth. Loyalty and a sense of right and wrong are some of her strongest traits. PERI (PERPUGILLIAM) BROWN Apparent age: early 20s Species: Human. Striking Appearance 2 As an American botany student. Her trust in the Doctor is absolute. narrow oval face. She quickly gets fed up with places and people if they have no interest for her. She favours wearing brightly coloured culottes with either matching leotards or colourful blouses. Nyssa can be provoked into action when those she cares for are endangered. Rather than plan her actions. Her adventures with the Doctor have given her an enviable tan. Science 2 Determination: 3. although her intelligence rarely has a chance to surface out of the general level of terror that travelling with the Doctor instils in her. Peri has an inquiring. wavy auburn hair. Peri has a noticeable accent: a high-pitched nasal American voice which has a tendency to whine when she is panicky. Her youthful. She typically wears her Traken court clothes: a maroon velvet jacket with puffed sleeves and fur trim. whose mathematical abilities have enabled her to solve problems that were once beyond her. Cheat Death 2 Control: 3. Peri will make her opinions known and forcefully ensure that a sensible course of action is taken. None of this gear is particularly suitable for running around strange planets: after several adventures she raided the TARDIS’s wardrobe. Peri has an oval face. Although she is quiet and thoughtful. scientific mind. Yet if everyone else seems to be wasting time or approaching a problem the wrong way. hazel eyes and shoulder-length straight. Peri relies on intuition and instinct. She is also trying to research telebiogenesis to understand the Doctor’s regenerative process. Intuition 1. Earth Equipment: None Strength: 3. Her inaction and desire to stay in the background can sometimes make her seem a nervous worrier. Nyssa has an attractive. Screaming 2. and she started travelling with the Doctor in the hope of restoring her father to his former self. independent nature means she does not like being lectured by her elders: she is the sort of person that needs warning twice to keep her out of harm. Running 1 Knowledge: 4. a field of knowledge which she has been able to develop with the help of Adric. 80 . summery clothes usually clash with the Doctor’s outrageous outfit. and high-heeled shoes. blue-grey eyes and long. often resorting to bitter sarcasm to make it known that she is unhappy. Her father’s form has been usurped by the Master.

That said. Polly is secretary to Doctor Brett of the Wotan project at the Post Office Tower. Haughty and aloof by nature. Whatever difficulties she gets in. Pseudoscience 3. Striking Appearance 2 Fair-haired Polly is part of the swinging social life of London in the 1960s. She is easily scared by monsters and will often scream when one surprises her. Romana makes much of her triple first from Gallifrey’s Academy and can be infuriatingly correct where the Doctor’s apparently illogical and haphazard approach fails. she is disdainful about high-technology from cultures other than the Time Lords’ because she regards it as primitive. Sleight of Hand 2. is a good friend and he and Polly often tease each other. Electronics 3. Cryptanalysis 1. Her employer describes her as a cracking typist. She continues this clown-like behaviour on her travels with the Doctor. Polly has an inquiring. the hottest night spot in town. which is where she met fellow companion Ben Jackson. however. Cheat Death 2. but also a cheeky one: Polly is fond of pulling kooky faces behind people’s backs. Stealth 1 Size: 4 Weight: 3 Move: 3. Striking Appearance 2 Regal-looking Romanadvoratrelundar — the Doctor calls her Romana — is a young. however. she is prepared to argue and ask questions. Science 3. Polly approves of the wardrobe in the TARDIS which furnishes her with plenty of fashionable clothes appropriate to her debby background. She typically wears above the knee dresses. sharp mind and a humane view of life: she is shocked by killing. large earrings and heavy eye makeup and looks quite a dolly bird. the TARDIS is a scientific museum piece that has long since been superseded by more advanced models of time machine. she can happily turn her hand to repairing old electronic equipment. Screaming 2. Science 1 Determination: 4 Awareness: 3. despite his rough nature and background. First Aid 2. although she does not protest at being assigned such a role. TARDIS 2. Riding 1. and can be quite gullible if she is told something that she does not already know. often not seeing beneath a dishonest facade. Her face is heart-shaped with strong cheekbones. Dancing 2. she will face stoically: it takes something really horrifying for her nerve to crack. She knows where to find the top night clubs and regularly goes to The Inferno. MacGuffin 2. Running 1 Knowledge: 5. Once she has plucked up courage. Earth Equipment: None Strength: 3. intelligent Time Lord who was assigned to the Doctor to help him find the segments of the Key to Time. Computing 1. Stealth 1 Size: 3 Weight: 3 Move: 3. 81 .DOCTOR WHO — TIME LORD POLLY Apparent age: early 20s Species: Human. Much of the time the people she meets treat her as an attractive coffeemaker. Screaming 1. She has extensive theoretical knowledge about many scientific subjects but lacks the experience to apply them. Iron Constitution 2. Running 1 Knowledge: 3. ROMANA 1 Apparent age: late 20s Species: Gallifreyan Equipment: None Strength: 3. She will often analyse the personality defects of a person out loud in an almost offhand way. Cheat Death 2 Control: 3. Bureaucracy 1. Temporal Science 2 Determination: 5 Awareness: 3. She is a poor judge of character. Ben Jackson. Regenerative Powers 3 Control: 4. First Aid 1. Marksmanship 2. To Romana. Romana is quick to put down people who she believes are intellectually inferior to her and is reluctant to accept the word of a more experienced person as true. Eloquence 1.

which leaves her 82 . Her own wardrobe in the TARDIS comprises fashionable for different planets in time and space. She is an investigative journalist with an intelligent. well-tanned face make her almost classically Grecian in appearance. wavy hair and blue-grey eyes. inquiring mind. however. Although she constantly changes her clothing. Screaming 1.DOCTOR WHO — TIME LORD Romana’s aristocratic bearing and elegantly featured. Escapology 1. she wears more practical apparel. especially when she believes she excels in a topic that the Doctor is weak on. Marksmanship 2. She frequently demonstrates girlish impulses: she loves to dress up and frequently changes her costume. Driving 1. And she will try to tackle any task that she believes she is the equal of any man at doing. Electronics 3. Romana tends to analyse and work on problems quietly rather than discussing them and co-operates rather than conflicts with the Doctor’s approach to them. Serendipity 1. Cryptanalysis 2. Science 3. Running 1 Knowledge: 4. a schoolgirl’s outfit. The change has brought out the lighter. Bureaucracy 1. while on Earth with the Doctor she often pursues stories as a freelance. In her first incarnation the 140-year-old Time Lord has long. about his tendency to make rash decisions and becomes indignant when the Doctor blames his mistakes on her. Con 1. Striking Appearance 1 Sarah Jane Smith is a liberated woman from Earth in the 1970s. Sleight of Hand 2. Bureaucracy 1. Iron Constitution 2. Among her outfits have been a pink parody of the Doctor’s clothes. she has retained her intelligence and scientific interests and abilities. First Aid 1. more frivolous side of Romana’s nature. Stealth 1 Size: 4 Weight: 3 Move: 3. Striking Appearance 1 Princess Astra of the planet Atrios provided the model for Romana’s second incarnation as a Time Lord. Her outbursts at male chauvinism — of which the Doctor is sometimes guilty — are often unheeded. however. auburn. Independent Spirit 1 Awareness: 3. such as making the tea or tidying up. In spite of the change. She will happily disobey the Doctor to pursue her own line of investigation. Regenerative Powers 3 Control: 4. MacGuffin 2. inadvertently stumbling across the occasional menace to Earth’s safety in the process. She lives up to the popular image of feminists at the time: she objects to being told to do things that men regard as women’s work. Running 1 Knowledge: 5. Cheat Death 2. Earth Equipment: Capacious handbag Strength: 3. First Aid 1 Determination: 5 Awareness: 4. Pseudoscience 3. smiling face and impish blue eyes make Romana more approachable in her second incarnation. Stealth 1 Size: 3 Weight: 3 Move: 3. a regeneration she went through on a whim rather than out of necessity. Her round. ROMANA 2 Apparent age: early 20s Species: Gallifreyan Equipment: None Strength: 3. Her travels have made her more independent and she dislikes the idea of having to return to Gallifrey and the stifling society of the Time Lords. Resourceful Handbag 1. Temporal Science 2 Determination: 5. SARAH JANE SMITH Apparent age: mid 20s Species: Human. straight fair hair. She is still worried. including a long white scarf. Cheat Death 2 Control: 4. Practicality is seldom considered when she chooses what outfit to wear for her adventures: her apparel is often more in keeping with high fashion at a king’s court. sometimes taking on more than she can really cope with. Romana is beginning to realize her full scientific potential because of the experience she receives from each new adventure. She has long. and a sailor’s outfit with a straw boater. making her nearer to the Doctor in temperament. Computing 1. TARDIS 2.

Steven is strong-minded enough to make deliberate insults to a person’s face. is plucky and will try to extricate herself from difficulty on her own. Driving 1. At one time she might wear a matching trouser suit. Lockpicking and Safecracking 1. or errs on the side of tastelessness. 83 . Marksmanship 1. She protests heartily at any hardships. however. He is something of a sceptic and tends only to believe that which he can confirm himself. however. First Aid 1. an action that almost cost him his life. Quick Recovery 1 Control: 4. Pain Resistance 1. Wilderness Lore 2 Determination: 4 Awareness: 4. Sarah gets on well with her fellow companions in the TARDIS and especially the soldiers of UNIT such as Sergeant Benton and Captain Yates. Computing 1. Leaping 1. Earth Equipment: Panda mascot Strength: 5. heart-shaped faced is framed by mid-length black hair. Striking Appearance 1 Steven Taylor is an adaptable. although she becomes quite despondent if she fails. for example. Steven rarely takes anyone’s statement at face value. the Doctor will goad her onwards. Sarah’s clothes range from the fashionably smart to the downright practical. such as a stiff-looking fawn corduroy suit. if he has no one to back him up. Whatever he picks is slightly unfashionable. He is dependent on the TARDIS’s wardrobe for clothes because his space fatigues were badly torn and dirtied after two years’ imprisonment on Mechanus. for more expected adventures she resorts to wellington boots. STEVEN TAYLOR Apparent age: late 20s Species: Human. She often makes up for lack of skills by tackling a problem enthusiastically. self-confident nature seems impervious to criticism. Her career and tendency to storm off in a huff or in exasperation mean she gets into quite a few scrapes from which she needs rescuing. Stealth 1 Size: 3 Weight: 4 Move: 3. mid-length skirt and thick woollen pullover. Astrogation 2. Steven irrationally rushed back to save his panda mascot. resourceful but not always inspired spaceship pilot for whom direct action seems to be the best course. Escapology 1. a bright yellow waterproof coat. such as a brown. Edged Weapons 1. Brawling 2. or by the intelligent reasoning of a companion such as Vicki or the Doctor. who snaps rejoinders for Steven to call him by his proper name. Such an attitude makes Steven seem blunt and tactless. whose easy going. Running 1 Knowledge: 4. when she is on the point of giving up. His rashness is tempered only by the extremes of a situation. This seems to have no effect on Steven. Sarah. cream and orange striped turtleneck top and brown slacks. Steven has strong features and neatly coiffured light-brown hair. He is almost smug when he has information that no one else has discovered or worked out. she has blue eyes. Piloting 2.DOCTOR WHO — TIME LORD feeling quite indignant. His self-confidence often does not make up for a lack of foresight in planning or poor timing. Her attractive. A handsome man. On the planet Mechanus. although any slights are usually unintentional. typically brown with wide lapels and even wider flares. His habit of calling the Doctor ‘Doc’ irritates the Time Lord.

Even for a Time Lord. Computing 1. TARDIS 1. TEGAN JOVANKA Apparent age: mid 20s Species: Human. TARDIS 1 Determination: 5. Cheat Death 2 Control: 4. narrow slacks. Science 1. She is in her early twenties. Marksmanship 1 Size: 4 Weight: 4 Move: 3. Her affection for the Doctor is strong and she becomes quite concerned if he goes missing. Striking Appearance 2 Tegan is an outspoken Australian air stewardess who wandered into the TARDIS believing it to be a police box. In human reckoning she looks to be about fifteen years old. but not once he is free of the Guardian’s influence. although her eyes betray a knowledge far greater than that of the Earth schoolgirl she resembles. She is brilliant at some subjects. flat shoes and an assortment of plain or striped tops. irrational and upset. his shifty behaviour. Susan rarely has a clear plan of action. especially if the Doctor seems to be doing nothing to resolve a problem. however. Regenerative Powers 3 Control: 4. For forays outside the TARDIS she has a short. slightly disturbing look about them. Running 1 Knowledge: 6. Acute Hearing 2. Such suspicion is justified while Turlough is in the Black Guardian’s thrall. 84 . Her immaturity sometimes shows when she behaves childishly or selfishly. Susan is too young to know much about the universe. hazel eyes and an attractive face with a strong jaw-line. she does not proclaim herself to be a feminist: she would rather act than take the time to explain. Despite her independent spirit and unwillingness to be forced into roles that demean her. Con 1. cotton print dress in bright irregular splashes of colour and red court shoes. Her dark eyes. Earth Equipment: None Strength: 3. Susan is resourceful and inventive. thereby bringing hardship on herself and forcing her companions to help her. and often displays a good sense of initiative when opportunities present themselves. Striking Appearance 2 Susan is a young Time Lord who fled Gallifrey with the Doctor in the TARDIS he borrowed. although she sometimes realizes the full implication of what she is involved in and becomes afraid. short skirt and hat. she is an improviser. Tegan continued to wear her lilac stewardess’s jacket. however. always ready to leap into action. First Aid 1. Only Tegan would shoulder-charge a Cyberman just to put it off its stride! She can become quite emotional. Stealth 1 Size: 4 Weight: 3 Move: 3. Cheat Death 1. in her eyes. She is an active companion. Like the Doctor. She distrusts Turlough mainly owing to what is. and her impulsiveness can sometime lead to misfortune.DOCTOR WHO — TIME LORD SUSAN FOREMAN Apparent age: late teens Species: Gallifreyan Equipment: Small handbag Strength: 3. Driving 1. framed by her arched black eyebrows and shock of unruly black hair. Tegan has short auburn hair. Running 1 Knowledge: 4. high-collared sheepskin jacket: she rarely wears appropriate clothing for the conditions she must face. Susan typically wears stirruped. During her initial adventures with the Doctor. She has since changed into what she must regard as more practical garb for visiting alien worlds — typically a short. she is a bright and cheerful woman. First Aid 1. have a distant. When she is not unbalanced by fear or a sense of panic. Independent Spirit 1 Awareness: 3. yet shows a shocking ignorance in others. Temporal Science 1 Determination: 3 Awareness: 4. Artist 2. Generally. Iron Constitution 2. She has described herself as just a mouth on legs: she will often speak without giving a matter full thought with the result that she ends up in trouble or doing something she would rather not have done.

Vicki is quite resourceful and can cope with surviving on her own: in The Chase she even sneaked aboard a Dalek time machine so that she had a chance of joining the Doctor after they had been separated. Despite her weaknesses and childish behaviour. Turlough has short. Computing 1. Bargaining 1. He is reluctant. Earth Equipment: None Strength: 2. He a criminal in the eyes of the Trion people and is in political exile along with the rest of his family. landing herself in trouble. Con 1 Turlough appears to be a normal Earth male in his mid to late teens. and will become sulky or even wander off to find something else to do. ginger hair and blue eyes. Vicki is a quite likeable girl on the whole and gets on well with fellow companions Ian and Barbara: Barbara’s mothering instinct is strong when Vicki is around. He would rather use charm to make a person to see his point of view than argue heatedly. Transmat 1 Determination: 3. Cheat Death 1. He typically wears the uniform of his public school: black blazer. Command 2 Awareness: 4. waistcoat and trousers.DOCTOR WHO — TIME LORD TURLOUGH Apparent age: late teens Species: Trion. a black tie with fine yellow stripes and black shoes. Running 1 Knowledge: 5 Determination: 3 Awareness: 3. His determination to keep his background a secret gives him a furtive. Iron Constitution 1 Control: 4. Running 1. 85 . He is scrupulous in his efforts to keep the brand hidden. and will often accept people for what they say they are. although he would be concerned if she went missing. Such odd behaviour can also be attributed to his original patron. exile Equipment: None Strength: 4. His attitude often causes conflicts with Tegan. She is bright but seemingly innocent. his behaviour is attributable to a desire to find a calm and rational answer to a problem. Astrogation 1. but is really a Trion who has been exiled to Earth. Animal Empathy 1. Turlough is quite capable of taking decisive action when it is needed. mysterious air. direct nature conflicts with Turlough’s detached. about being pushed into things that he would rather not do. grey shirt with a wing collar. Stealth 2 Size: 3 Weight: 4 Move: 3. who used him as a tool to try to kill the Doctor — an obligation of which Turlough is now free. TARDIS 1. Because Turlough comes from an advanced culture. too. Her youth and naivety mean that she is easily taken in by other people. Swimming 2 Knowledge: 6. and easily terrified by alien monsters. might give away his criminal status to someone if Turlough were careless enough to reveal it. she lacks the determination to apply herself to problems to which the solution is not apparent and will give up easily if she seems to be getting nowhere. Screaming 2 Vicki is an orphaned colonist from Earth in the 25th century. Stealth 2 Size: 4 Weight: 3 Move: 3. Because she is so young. Driving 1. whose brash. however. VICKI Apparent age: mid teens Species: Human. She lacks the patience. One mark. Although Turlough seems to act the coward and often advocates leaving the scene of an incident as an way out. a Mesos triangle on his upper left arm. the Black Guardian. Science 2. Cheat Death 2 Control: 4. The Doctor’s best opinion of her would be as a foolish child. Ian and Barbara. to let other people get on with a task. from which she was rescued by the Doctor. Her spaceship crashed on the planet Dido. Pseudoscience 1. Vicki has one great weakness: she is absolutely terrified of heights. he is slightly contemptuous of the primitive people of 20th century Earth. calm approach.

and her upbringing means she is modest in behaviour and dress. In her initial travels with the Doctor. Blunt Weapons 1. however. Electronics 1. Piloting 1.DOCTOR WHO — TIME LORD Vicki has a youthful. walkie-talkie Strength: 4. Cheat Death 2 Control: 3 Size: 4 Weight: 3 Move: 3. well-spoken and charming. VICTORIA WATERFIELD Apparent age: late teens Species: Human. Running 1 Knowledge: 4. She typically wears a simple dress with diamond-shaped piping at the hems and collar: the material is dirt-repellent and non-creasing and does not need cleaning. She tends to tease him to get him to do things he might ordinarily balk at. however. Earth Equipment: Automatic pistol (Wounds 5. At time. Striking Appearance 1 Victoria is the daughter of the Victorian scientist Professor Edward Waterfield. Quick Recovery 2 Control: 4. is too bulky to allow the Doctor free movement in the TARDIS’s control room. with an ability to get on well with his men and his senior officers. Yates is a little unnerved by the frequent encounters that UNIT has with aliens and he lacks the steadiness of mind that the Brigadier and Benton demonstrate in such confrontations. Mike Yates presents a dashing figure. He will get the job done competently and conscientiously. and has even dressed as a medieval page boy during her adventures. Travelling with the Doctor is gradually changing Victoria’s outlook and making her less shockable and much bolder. however. she does borrow form the TARDIS’s wardrobe. He is a stickler for form except when he is off-duty or on undercover assignments. although he seems to lack the imagination and foresight that would make him a 86 . Earth Equipment: None Strength: 3. Cheat Death 1. blue eyes. CAPTAIN YATES Apparent age: early 30s Species: Human. and tends to faint at horrifying sights or to scream in terror. a fellow traveller. and so Victoria has been persuaded to overcome her timidity and wear more practical clothes: she typically wears a knee-length skirt — quite shocking for a generation of women not used to revealing even their ankles — or walking clothes of britches. but much of what he knows is familiar. Screaming 3. In return. roundish face and mid-length fair hair that she sometimes wears in twin pony tails. he reassures her and acts protectively towards her. Stealth 1. Left to his own devices he can cope with most situations. however. She has a round face. Leaping 1. Bureaucracy 1. Brawling 1. Science 1 Determination: 3 Awareness: 3. Running 1 Knowledge: 3. For all his loyalty and his experience. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Jamie McCrimmon. He is a typical young army officer: bright. is someone she can understand: he comes from a slightly more primitive time than she does. Driving 1. and mid-length dark hair. Range 4). When he was killed by the Daleks she joined the Doctor on his adventures through time and space. jacket. but he is best in a support role or when leading men against other men. Marksmanship 2. Such an outfit. Wilderness Lore 1 Determination: 3. By nature he is restless and does not like sitting around doing nothing when something should clearly be done. Victoria wears full Victorian dress as appropriate to her standing. Eloquence 1. long socks and sturdy boots. Yates tends to be chauvinistic and is reluctant to let the Doctor’s female companions imperil themselves. Striking Appearance 1 As a captain in the United Nations Intelligence Taskforce. She is a small girl in her late teens. Command 2 Awareness: 4. Mechanics 1. This comprises a dress with several layers of petticoats and formidable and constricting undergarments. She is a demure young lady.

searching questions to further her knowledge. pink scallops. He is an able second who benefits most from working under a strong. childlike frame and features. blue eyes and short. Running 1 Knowledge: 4. Zoe is keen to learn about items and processes she has not come across. In The Mind Robber she bested fictional comic superhero The Karkus in combat through the use of self-defence. simply infuriate her. He is invariably in full captain’s uniform because of his extensive office role at UNIT headquarters. Thick. smooth-skinned face is set off by penetrating brown eyes that are usually emphasized by heavy. Temporal Science 1 Determination: 4 Awareness: 4. At the same time she can be quite terrified of the unknown or of hostile or dangerous creatures. She is coolly confident in her own abilities and sceptical of even the Doctor’s attempts at coping with technology. sparkly Emma-Peeler catsuit and white. Martial Arts 2. capable leader. primitive ones. Robotics 1.DOCTOR WHO — TIME LORD brilliant officer: Yates is usually at least one step behind the Brigadier when it comes to planning. Photographic Memory 2. Screaming 1. Intuition 1. both edged with broad. Zoe is a product of the Earth of the early 21st century. dark make-up. or black plastic miniskirt and short-sleeve jacket. such as the ones of 20th century Earth. Astrogation 2. ZOE Apparent age: late teens Species: Human. straight black hair that is forced up and back by a narrow headband falls forward to frame her face. Mathematics 2. Zoe typically wears futuristic clothing. and black plastic boots. Electronics 1. Stealth 1 Size: 4 Weight: 3 Move: 3. mid-brown hair. Piloting 1. Computers seem almost like toys to her owing to her ability to quickly work out programs in her head. Computing 3. Her round. Despite her small. Earth Equipment: None Strength: 3. Her mental powers are phenomenally advanced and are demonstrated by her power of total recall. and will ask pertinent. pointed ankle-boots. Zoe is tough and quite able to defend herself. with a narrow. Cheat Death 2 Control: 4. such as a dark. Science 2. 87 . Yates is slimly built. Striking Appearance 2 Highly intelligent Zoe is almost a mental rival of the Doctor: she believes that the Doctor is not quite as intelligent as she is! She is certainly more adept at dealing with computers than he is and deserves her space station rank of astrophysicist and astrometricist first class. handsome face.

if possible. if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds. for example. Disguise 2 Autons are the mindless slaves of the Nestenes. but very difficult to damage a Dalek or Cyberman with rifle fire — players should not count on their ability to do so — and it would take an increase of only 1 to these aliens’ Armour value to make them virtually invulnerable. a group mind that in parts can control individual Autons and report back to the mental core. Replicant Autons are indistinguishable from the real person and can think for themselves. TIME LORD uses the most consistent one or fills in a few details! The referee should. When different backgrounds conflict. At all times. have changed considerably since their first appearances in the DOCTOR WHO series. and to detail them all in terms of the TIME LORD rules would warrant a book on its own. If any referee wishes to make certain monsters tougher or weaker than they appear here. are of necessity a selection of old and recent enemies. Autons have a characteristically jerky. Marksmanship 2 Size: 3 Weight: 4 Move: 3 Knowledge: 2 Determination: 6 Awareness: 4. they have the physical strength of an Auton and the mental powers of their subject. Weapons Built into the right hand of every Auton is a blaster that inflicts 6 Wounds. it inflicts 3 Wounds when set to stun. Special Immunity (bullets) 2 Control: 2. It is possible. The aliens presented here. remember that aliens are full characters. A sophisticated version of the basic Auton. The fingers of the Auton’s hand flip downwards to reveal the narrow gun barrel. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters. but it should be easy enough to create them. but Autons have not been known to use this setting. particularly the Daleks and Cybermen. especially as far as combat goes. They are not a succession of monsters to be blown away by trigger-happy companions. because the bullets are absorbed. Brawling 2. are those that appeared in The Moonbase and The Tomb of the Cybermen. therefore. the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD. Each one embodies part of the Nestene intelligence. just as humans do. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers. An Auton inflicts 2 Wounds if it strikes with its fists. Role-play them convincingly. Where doubt about abilities has arisen. At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game. AUTONS AND THE NESTENE INTELLIGENCE AUTON Weapons: Blaster (Wounds 6 on kill. lumbering movement that can betray their true identity. robots fabricated from plastics and given crude human features. The aliens presented here are also only typical of their types: in most cases.DOCTOR WHO — TIME LORD ALIENS A great many aliens have been encountered by the Doctor on his travels. and make sure that they convey the full menace of their television counterparts. Armour The resilient plastics body of an Auton counts as full Armour 8. for example. 88 . Feel free to add or remove abilities to create specialists. and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe. watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. Some enemies. can be made using the mind print of a person. It is inevitable that some people’s favourites will be missing. fist (Wounds 3) Armour: Full Armour 8 Strength: 5. They look like shop window mannequins. In addition. he should feel free to do so. the statistics are for warriors of a particular culture. Wounds 3 on stun). and can pass for humans when they are dressed appropriately and given face masks. the replicant.

The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene. Plastics that its servants have molecularly adjusted can be controlled by the intelligence. Plastics objects vary in Strength. Control 3 and Move 1. and plastic flowers made to spray suffocating films in people’s faces. 89 . in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes. it is immobilized. Control and Move. Brawling 2. but are typically Strength 3. it sends a swarm of meteorites — plastics globes containing part of its being — to the planet. When it finds one. in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them. Armour The thick. it imbues with its ability of Hypnotism (but only at the agent’s Determination). All count as attempts to suffocate the defender. Hypnotism 1 Awareness: 3 Nestenes is the collective name for a disembodied. The intelligence needs to destroy any native population in an area so it can materialize in complete safety. mutually telepathic intelligence that takes corporeal form as a cephalopod — a giant octopus. Weapons In its corporeal form. Inflatable chairs can be made to suffocate people. Marksmanship 2 Size: 2 Weight: 5 Move: 2 Knowledge: 8 Determination: 7. Plastics materials are the Nestenes’ tools: they can control molecularly adjusted plastics to create the robotlike Autons or to make ordinary household objects into weapons of terror. Each round after a successful grappling attack has been made. the intelligence inflicts 5 Wounds on its target unless that person can break free. NESTENES Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack) Armour: Full Armour 7 Strength: 5 Control: 6.DOCTOR WHO — TIME LORD Weaknesses If an Auton can be deprived of contact with the Nestene intelligence. The intelligence travels through space. Weaknesses Like its Auton subjects. rubbery skin of the corporeal form has full Armour 7. seeking out suitable planets to colonize. Whoever the intelligence takes over. plastic dolls or cables animated to strangle them. the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers.

The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas. In addition to their hard. Iron Constitution 2. Cybermen look just silver-coloured metal men. about 2. Captured humans are cyberized. especially considering their resistance to most other species’ weapons. The chest unit also houses communication equipment and a light. in order to become Cybermen. forces Cybermen into hibernation. cold) 3 Control: 3. Cybermen can discharge part of their internal power to stun an enemy. The once human inhabitants of their home planet. with metal or plastic parts. and a harsh slit for a unit on their chests. Earth and its colonies are therefore often chosen as targets of Cybermen attacks. which inflict 6 Wounds. Their lack of fear makes them terrifying warriors to encounter. owing to their scientific advances. The Controller. Cryptanalysis 1. These Cybermen have Knowledge 7. developed the science of cybernetics to the extent that they could replace every part of the human body. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. with only circular holes where eyes should be. except the brain. Armour The metallo-plastic skin of a Cyberman counts as Armour 9 full armour. fleshy frames have been replaced. the bulk of it travels in cryogenic silos from which it must be awakened. just clinically logical in their actions: they have no concept of fear. Martial Arts 1 Size: 3 Weight: 5 Move: 3 Knowledge: 6. Their faces are impassive metal masks. Cybermen speak with a perfectly flat. which had returned to its home solar system. electric charge (Wounds 3) Armour: Full Armour 9 Strength: 6. metal fists. because they do not need to breathe. Hydraulic pipes run over their flexible metal skin and into the accordion. joy or cruelty. Computing 1. Human bodies. it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas. Indomitable Will 1 Awareness: 2. however. Explosives 1. radiation. The solid. Cybermen are disturbing simply because of their sheer inhuman behaviour. silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. where a small metal grille conceals a heat-exchanger. because the Cybermen can increase their numbers only by converting suitable subjects. are essential to the survival of the Cybermen. Because their weak. which coupled with their resistance to cold and heat means they survive where humans would perish — even outside spaceships. Mondas. without which they have become creatures of pure logic. They became Cybermen. Expeditions are led by a Cyber Leader. The optical units can be switched to see into the infra-red spectrum. those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies. Tracking 2 Cybermen are neither evil nor good. Eventually. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy. a process of physical replacement and mental conditioning. Weapons Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun.1 metres tall. They are completely immune to vacuum. discovered time travel). Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans. Cybermen are preternaturally strong. Whenever an invasion force of Cybermen travels through space. Instead of ears. Science 1 Determination: 7. a Cyberman has antennas that emerge from the side of its head and connect to the top. With no lip movement and no body language to observe. Special Immunity (heat. seldom leaves their adopted home planet of Telos.DOCTOR WHO — TIME LORD CYBERMEN & CYBERMATS CYBERMAN Weapons: Blaster (Wounds 8 on kill. Wounds 4 on stun). Marksmanship 2. however. as yet. disease. pity. tubelike weapon clips onto the base of the chest unit. Precision 1. patrols are headed by a Cyber Lieutenant. Extreme cold. It is the object of propagating the Cyberman race that drives them to travel through space (they have not. their scientists eliminated what they saw as imperfections in their brains: emotions. 90 . fist (Wounds 6). the leader of the Cybermen. twangy electronic voice: their speech circuits are incapable of inflection. Cybernetics 1.

Cybermen are always mobile. The grille in the centre of a Cyberman’s chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target. Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station’s supply of bernalium. Instead. injects Wounds 4 poison). they have full Armour 9. Cybermats typically move through the service tunnels and ventilation ducts. Leaping 2. it injects one of two types of venom. inflicts 4 Wounds. These vary in effectiveness. The Wounds inflicted count only as an increased difficulty against the target’s Move. Weapons A Cybermat’s main weapon is its poisonous bite. range 1 area) Armour: Full Armour 9 Strength: 2 Control: 2. semi-intelligent robots to infiltrate enemy bases. Wounds 5. if the Cybermat’s bite gets through armour. A cybermat’s bulbous head has two large white eyes. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim’s Wounds to his death point. It must be administered through a Cyberman’s chest grille because it works by corroding the elements of the heat. cream-coloured tentacles which brush the ground. The most commonly used venom is a neurotoxin. depriving the base of any materials that might be used against the Cybermen. with a rate of decay of 1 an action turn. but only paralyses its target. Weaknesses A Cybermat’s eyes count as Size 8 unarmoured targets. which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. and a frill of short. Marksmanship 1.DOCTOR WHO — TIME LORD Weaknesses Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. Armour As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen. The one used against the Cybermen in The Moonbase would be Wounds 4. The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents. but count as fast-acting poisons that bypass armour and directly attack a Cyberman’s Strength. for the first six hours after activation because their Strength automatically beats the difference for the first five hours. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn. Gold counts as a fast-acting poison. two antennas. it means that person can be conditioned by the Cybermen’s mind-controlling apparatus. Cybermen employ these small. causing the Cyberman to seize up. shooting both out will deactivate but not destroy the creature. therefore. Cybermats can emit a weak energy bolt from their eyes. where they secretively destroy materials and personnel. It has a range of 1 area. 91 . energy bolt (Wounds 4. They are about 50 centimetres long and built from flexible metal segments.exchanger. which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. Stealth 3 Size: 6 Weight: 2 Move: 2 Knowledge: 2 Determination: 6 Awareness: 4 Cybermats look like giant silverfish. CYBERMAT Weapons: Bite (Wounds 4 to penetrate armour.

They are utterly ruthless. The mutant itself has Control 4 and Move 1. revenge and cruelty. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 7. Computing 1. Imperial Daleks are the result of Davros’s further experiments to breed infallible Daleks that are totally loyal to him. Temporal Science 1 Determination: 6.DOCTOR WHO — TIME LORD DALEKS & THE BLACK DALEK DALEK Weapons: Blaster (Wounds 8 on kill. Time is no longer a barrier to the Daleks. green. slab-sided part is covered in large hemispherical nodules. Gloating 1. Robotics 1. owing to its incredible will to live and a murderous desire to kill. Explosives 1. which can travel to a limited extent through time using taranium-powered machines. ‘The Doctor is an enemy of the Daleks. Their conversation tends to be along the lines of: ‘Exterminate’. for example. The Supreme Dalek is also known as the Black Dalek. multi-tentacled mutant about 60 centimetres across. Daleks are divided into two warring factions: pure strain and Imperial Daleks. Iron Constitution 2. the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers. Science 1. because its armour is coloured black. Dalek armour is shaped like a pepper pot about 1. an abnormally intelligent mutant specially bred for the purposes of leadership. he must be exterminated’ and ‘Halt or you will be exterminated’. A single eye-stalk juts out of its domeshaped head. they have lost the powers of intuition and inspiration. Iron Constitution 2. Command 2. Science 1 Determination: 6.5 metres tall. Computing 1. Special Immunity (radiation) 2 Control: 1. Cryptanalysis 1. Although Daleks are linked into a communication network. They have cream and gold armour and are led by the Emperor Dalek. human mercenaries are used reluctantly because they are by nature treacherous. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 6. Special Immunity (radiation) 2 Control: 1. Tracking 3 BLACK DALEK Weapons: Blaster (Wounds 8 on kill. Explosives 1. Ogrons are particularly favoured because they are stupid but loyal. comes out as ex-ter-min-ate. Wounds 4 on stun) Armour: Full Armour 9 Strength: 5. Command 2. Both factions use other species to compensate for their limited mobility. Gloating 2. It is as dangerous outside its protective shell as it is inside. they also have the power of speech through a builtin electronic voice box. 92 . Cryptanalysis 1. grating voice box enunciates individual syllables: the word exterminate. Indomitable Will 1 Awareness: 2. All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds. Indomitable Will 2 Awareness: 2. The harsh. calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species. The Dalek creature itself is a hideous. Pure strain Daleks seek only to exploit Davros’s skills and do not acknowledge him as leader: to them he is only a resource of knowledge. Tracking 3 Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race. which in reality is Davros in creamcoloured Dalek armour topped with a spherical case that hides his true form. especially in dangerous environments. Robotics 1. The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources. Pure strain Daleks have grey and black armour and are led by the Supreme Dalek. The lower. Wounds 4 on stun) Armour: Full Armour 9 Strength: 4. the values of Control 1 and Move 2 are those of its armour. leaving them only with strong emotions such as hate. its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch.

the blaster paralyses an opponent. A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison. round the ragged.DOCTOR WHO — TIME LORD Weapons A Dalek’s built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun. they do not injure the creature inside. Draconians speak with a harsh. if these are removed. and to do so is a tremendous breach of etiquette. pointed ears and the back of the head. green scales spread up from the neck. pointy heads topped by a small crest of green scales. with an attack period of 24 hours. The Doctor has twice helped the Draconians. Women are treated as second class citizens — they are not even permitted to speak directly to the emperor. princes of Draconia have a green sash with a green gemstone. Martial Arts 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. for example. 93 . scaly skin counts as tough leather full armour. DRACONIANS Weapons: Blaster (Wounds 6 on kill. Armour The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9.2 metres tall. they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. ornamental wings curve from the robes at the shoulders. Draconians have tall. A Dalek with a disabled eye-stalk. The armour houses and protects a Dalek’s power plant. At the time of the fifteenth emperor. Weapons Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. he saved them from a deadly plague for which he was made a noble of Draconia. Their brown faces are elongated with a black forked beard. Eloquence 1 Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. and it takes much provocation for the Draconians to breach their treaties. Command 1 Awareness: 3. blue sash. Yet they are honourable: it is virtually unheard of for a Draconian to break his word. and pointed. Computing 1. the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed. cannot see. slightly sibilant voice. Marksmanship 1. First Aid 1. Science 1 Determination: 5. Wounds 3 on stun) Armour: Full Armour 3 (scaly skin) Strength: 4 Control: 3. In Frontier In Space. His rank is denoted by a large blue gemstone on a broad. battle computer and life-support systems. it is possible to squeeze a human into the armoured shell. the third Doctor averted a potentially catastrophic war between Earth and Draconia. About 2. Draconians of rank should be greeted with the words. Astrogation 1. There is no known cure.’ Draconians are as civilized and as scheming as the next alien. The Draconians are ruled by an emperor. Their talon-like hands inflict 2 Wounds. both of which are Size 6. Although they have a strong martial tradition and a warrior’s code similar to that of the Japanese samurai. Weaknesses A Dalek’s physical weak points are its eye-stalk and the manipulator arm. Attacks against these weak points only disable the respective part of the Dalek. whose court is on their home planet of Draconia. providing protection of Armour 3. Wounds 4. Armour A Draconian’s tough. When set to stun. Armour 6 and Strength 4. they often underestimate their enemies. Flowing green and gold robes cover their scaly green bodies. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature. ‘My life at your command. In many ways they think and act like humans. Daleks are supremely arrogant and overconfident.

in the far future. an evil intelligence banished for centuries into the shadow dimensions by the Doctor’s trickery. or in wrecks and caves on the seabed. A millennium or two of mutation produces the final form: a broadly built. At first. as the chemical mutation passed on by its creator takes hold. the Haemovores may yet again rise from the depths. Quick Recovery 2 Control: 2. The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one. its voice has become harsh and sibilant. a newly created Haemovore resembles the person it once was. barnacle-like growths. however. The creatures live in small communities in the depths of the oceans. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. Armour A Haemovore has no natural armour. Weapons The sharp claws of a Haemovore inflict 4 Wounds. and its fingernails. Fuse Metal 1. Its skin. is now a deathly white. those of the Ancient One inflict 5 Wounds. has gone. too. Each community is led by the oldest present Haemovore. however. the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox. a new Haemovore loses the power of speech and communicates through telepathy. In time. man poisons the Earth. Psychic Shield 3 Awareness: 3 Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which. a full red. Known as the Ancient One. Its skin. otherwise they have no particular weakness. 94 . Brawling 2 Size: 3 Weight: 4 Move: 3 Knowledge: 4 Determination: 5. Fenric. Only their craving for human blood — a scarce resource in their future Earth — brings them from the oceans. Brawling 2 Size: 3 Weight: 5 Move: 3.2 metre tall creature of like power to the Ancient One. Much of their power for rational thought. brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans. Command 2. its lips. the one with the greatest powers. Psychic Shield 3 Awareness: 3 ANCIENT ONE Weapons: Claw (Wounds 5) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 5.DOCTOR WHO — TIME LORD Weaknesses A Draconian’s pride may provoke hasty action. and Fenric’s physical form was again destroyed. but is protected against certain attacks by its Psychic Shield. Although it still has the power of speech. Swimming 2 Knowledge: 6. HAEMOVORES & THE ANCIENT ONE HAEMOVORE Weapons: Claw (Wounds 4) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 4 Control: 2. long talons. Limited Telepathy 2. the first of the Haemovores has by far the greatest powers. Although the Ancient One perished. Science 1 Determination: 5. becoming encrusted with white. changes: it puffs up and turns pale blue. 2. Limited Telepathy 1. Poisons 2. they have become creatures of instinct.

Psychic Shield [Determination] This ability provides a mental barrier against kinetic physical attacks. Special Immunity (cold) 2 Control: 3. Pain Resistance 2. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy. 95 . Engineering 1. performing much the same role as silicon does in Earth technology. communication is automatic. Brawling 2. a mineral that is abundant on Mars and which they are eager to exploit sources of. Pain Resistance 2. therefore. opening the mind of the victim to the Ancient One’s and allowing the creature to Command the victim to enter the sea. Acute Hearing 1. which creates a psychic barrier that they cannot penetrate. Wounds 4 on stun). At a number of areas less than the total ability of the telepathic creature. Science 1 Determination: 6. the creature must beat the difference. blunt weapons and edged weapons. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. Acute Hearing 1. performing the role of diplomat or expedition leader.DOCTOR WHO — TIME LORD Weaknesses Haemovores are repelled by a person’s faith. but useless against as passive attack such a poison gas. It is effective. at ranges greater than or equal to the ability. A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person’s psychic field. Law 1. and their solutions to problems are usually direct and violent. against bullets. Bureaucracy 1. Eloquence 1 Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet’s cold. The Ice Warriors have a long tradition of expansion by military conflict. Wounds 4 on stun). with a difficulty equal to the distance in areas. Indomitable Will 1 Awareness: 3. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Marksmanship 1. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 6 Determination: 5 Awareness: 3. Bureaucracy 2. Mechanics 1. Trisilicate is the material used in their electronic circuits. Special Immunity (cold) 2 Control: 2. Robotics 1. Command 1. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Electronics 1. Tracking 1 ICE LORD Weapons: Blaster (Wounds 8 on kill. Stealth 1 Size: 3 Weight: 4 Move: 3 Knowledge: 7. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. Limited Telepathy allows communication only between other telepathic creatures. Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions. however. Yet they are capable of great subtlety. Their technology. Gloating 1. arid environment. harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation. Computing 1. ICE WARRIORS & ICE LORDS ICE WARRIOR Weapons: Blaster (Wounds 8 on kill. is heavily based on trisilicate. Limited Telepathy [Determination] Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. It counts as Armour of protection equivalent to the total Psychic Shield ability — Armour 8 for a Haemovore. Ice Lords are the officers. Fuse Metal [Strength] This unusual ability is the power to form metal by pressure alone. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves.

Computing 1. the Ice Warriors have been bent on the domination of Earth. flat metal cone sticks out: the column contains the Mechanoid’s main audio sensors. at others. Instead of hands. Alpha Centauri. Armour An Ice Warrior’s green. angular sphere on a low circular base. however. MECHANOIDS Weapons: Blaster (Wounds 7 on kill only). a small column topped by a broad. When anyone encounters a Mechanoid city. Robotics 1. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies! It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth.2 metres tall. Size 7 target. The heat does not inflict any Wounds. Mechanics 1. electronic voices. Tufts of fur stick out from the joints in their green armour. It uses sonic energy. not war. an Ice Warrior inflicts 5 Wounds. electric shock (Wounds 3) Armour: Full Armour 5 Strength: 4 Control: 1. scaly carapace. Science 1 Determination: 6 Awareness: 3. Their armoured. Ice Warriors are used to cold. Mechanoids. horny carapace and helmet count as full Armour 9. dry climates so they are particularly vulnerable to humid heat. When striking with its claws.7 metres tall and looks like a multi-faceted. frozen in a glacier. slender metal feelers that the Mechanoid uses to operate machinery. both types have heavy pincers. however. but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment. however. the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor. their breathing sounds laboured. Weapons The blaster attached to an Ice Warrior’s right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. every 5 degrees centigrade above this increases the difficulty by one. This gap counts as an Armour 3. A Mechanoid is about 1. and at 2 to 2. is sometimes the answer to conflict or the advancement of their civilization. sensors and its weaponry. without the heavy carapace. Ice Warriors tend to move slowly and deliberately. A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior. Such prisoners will be well catered for. The metal triangular panels that comprise its outer skin conceal circuits. Arcturus and Peladon. but it is a sterile existence. Ice Lords are slightly built versions of the Ice Warriors. A narrow metal band runs round the middle of the robot and houses the two. the robots will confine him indefinitely until they are given the codes that they should receive from the colonists. and the commands needed to gain access to the beautiful cities they create lost by man. they are clearly alien. Marksmanship 3 Size: 3 Weight: 5 Move: 2 Knowledge: 6. are used to repairing each other. each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious. sibilant tones. Seemingly betraying a reptilian background. Electronics 1. At one time the Martian empire has been part of a federation of planets that has included Earth. Engineering 1. and precede and finish their simple commands with spoken binary sequences. ridged limbs and helmet make them look as if they belong to an ancient civilization. On the planet Mechanus. At the end of every action turn during which the ambient temperature difficulty is 5 or more. even when silent. 96 . the Ice Warriors speak in low. the Mechanoids have largely been forgotten. Ice Warriors are a political species and able to recognize that negotiation. Constructed during the first few years of Earth’s expansionist period. Mechanoids have grating. Precision 1 Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation. and have infinite patience to rebuild their work should it be destroyed. Weaknesses The only weak point in an Ice Warrior’s armour is the gap that exposes its mouth and jaw. At the top of the sphere.DOCTOR WHO — TIME LORD Like humans.

Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 1 Control: 3, Brawling 1, Marksmanship 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2 Determination: 6, Command 1 Awareness: 3, Precision 2, Striking Appearance 2 Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack. Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros’s creations. Yet doing so has resulted only in stalemate: whatever the Movellans’ computers plot, the Daleks’ computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species. The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals. Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

A Movellan’s resilient body is equivalent to full Armour 6.

The external power pack on each Movellan’s belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.


Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Body Armour 3 Strength: 5, Pain Resistance 2 Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 3, Running 1 Knowledge: 2, First Aid 1, Wilderness Lore 1 Determination: 5 Awareness: 2, Tracking 1 Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god. Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin. Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

An Ogron’s jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4) Armour: Full Armour 7 Strength: 4 Control: 2, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 2 Knowledge: 6, Computing 1, Electronics 1, Engineering 1 Determination: 6 Awareness: 2, Keen Sight 1, Tracking 1 Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties. Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.


Many of the Doctor’s opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot’s powerful hands inflict a number of Wounds equal to its Strength.

Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3 Control: 3, Brawling 1 Size: 3 Weight: 4 Move: 3, Swimming 3 Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1 Determination: 5, Command 1 Awareness: 3 Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth’s oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man’s attention as a result of his investigations of the seabed triggering the Sea Devils’ alarms. Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils. Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil’s clawlike hands inflict 2 Wounds.

The natural leathery skin of a Sea Devil counts as full Armour 6.

The only physical weaknesses in a Sea Devil’s skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.


No firearm capable of inflicting more than 6 Wounds on kill Armour: Depends on time and space. A collar of rough skin falls down to their shoulders. Silurians are dismayed that man. Special Immunity (heat) 2 Control: 4 Size: 3 Weight: 4 Move: 3 Knowledge: 6. A third eye. The small. Armour A Silurian’s tough skin counts as full Armour 6. their underwater counterparts who were also forced into hibernation. It uses heat. the Silurians would like to see the upstart eliminated so their golden civilization could be restored. never happened: the planet went into orbit round the Earth and became known as the Moon. focusing infra-red energy on its target. Command 1 Awareness: 3 Silurians should more accurately be described as Cretaceans. Wounds 5. located in the central crest. when apes were considered as unintelligent playthings. Explosives 1. although their first given name has stuck. their splayed feet have three toes and their three-fingered hands end in talons. Opposition. The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns. and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas. Electronics 1. SOLDIERS Weapons: Depends on time and space. The Silurians’ instruments never detected the post-disaster conditions they expected. is most often provided by security guards or soldiers: whether the guards are 100 . It is also possible to shoot at a Silurian’s small eyes: these are heavily lidded and count as Size 8 targets. which is poisonous to them. but the creatures awaken only when man’s scientific experiments unleash enough energy to activate their hibernation machinery. There are colonies of Silurians all over the Earth. resulting in a deep. The disaster. forcing the Silurians into a sleep of many thousands of years.DOCTOR WHO — TIME LORD SILURIANS Weapons: Blaster (Wounds 6 on kill. emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery. Flat trapezoid ears jut out from the side of their heads. where they went into hibernation. where he encounters all types of people. Science 1 Determination: 4. Silurians have manlike brown bodies that are covered in fine scales. electronic locks and the like. a mere ape. Iron Constitution 2. None better than Armour 6 Strength: 4 Control: 3 Size: 3 Weight: 4 Move: 3 Knowledge: 4. Computing 1. Weaknesses Silurians are vulnerable to hexachromite gas. First Aid 1. Wounds 3 on stun). it has a maximum range of four areas. As a weapon. The Silurians are related to the Sea Devils. claw (Wounds 2) Armour: Full Armour 6 Strength: 5. It counts as a fast-acting poison. is the dominant life-form. They once ruled the Earth at the time of the dinosaurs. and the top of their heads are ridged and crested. however. warbling voice. First Aid 1. round and almost sucker-like mouth is not suited to human speech. Engineering 1. however. Weapons A Silurian’s third eye in the centre of its forehead is both a weapon and a means of operating equipment. it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. Wilderness Lore 1 Determination: 3 Awareness: 2 Many of the Doctor’s adventures take place on Earth or on one of Earth’s colonies.

Command 2. has a high gravity. Martial Arts 2 Size: 3 Weight: 5 Move: 3. with squat features and small red piggy eyes. Meeting a Sontaran is like meeting Humpty Dumpty with an attitude. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is ‘Aaargh!’ — the number of A’s is optional. it is geared to war. brown dome-like heads. By human reckoning. Special Immunity (high gravity) 2 Control: 3. They will be armed with a sword and shield. Much of the time. Soldiers in this period will be unarmoured apart from a plastics fibre helmet. Soldiers will usually be equipped with automatic rifles or submachine-guns. Although Sontaran technology is highly advanced. a sort of intelligent. Apart from a few basic soldiering skills. Temporal Science 1. which offers protection of Armour 5. SONTARANS Weapons: Blaster (Wounds 6 on kill. they are unarmoured except for a plate metal helmet. heavily muscled bodies reflect this. Castle guards will be armed with a spear and have soft leather body armour. range 4 areas) Armour: Full Armour 8 Strength: 6. Normally. Wounds 3 on stun. dome-like helmet with narrow eye holes provides complete protection for the head. they are all basically the same: only the weapons and armour differ. both of which count as guns with magazines. Electronics 1. as well as a plate metal helmet. Computing 1. Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy. Gloating 1 Awareness: 1. UNIT troops are in this category. Their manlike form is encased in flexible. Astrogation 1. which protects the head as partial armour 5. Warriors from countries such as Egypt would not have the benefit of armour. which offers protection of Armour 2. gunmetal-coloured space armour. Acute Hearing 2. Modern worlds When on special assignments. Sontar. which counts as partial Armour 5. but would be similarly armed. A superstitious people might easily believe them to be goblins. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one. however. Their main weapon is the spear. Robotics 1. Keen Sight 2 Sontarans are built and bred for war. Sontarans are ugly: they have smooth-skinned. Engineering 1. a subject at which they are masters after countless years of conflict with the Rutans. Industrial revolution worlds Guards and soldiers alike will have no armour and use muzzle-loading muskets. Coarse bristles sprout in tufts from their ears and chins. The Sontarans’ home planet. Piloting 1 Knowledge: 6. Sontarans have only two fingers on each hand and opposable thumbs. which offers protection of Armour 4. A translation box on a wide belt allows a Sontaran to understand and speak any language. Medieval worlds Knights are usually equipped with flexible metal body armour. Scouts have spherical spaceships. that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the 101 . at the referee’s discretion they may have a sword as a secondary weapon and a shield. which is partial Armour 5. Science 2. Gallifreyan Citadel guards fall into this category. and the species’ stocky. a smooth. Wall guards may be armed with crossbows instead of spears. soldiers may be given plastics fibre body armour. Wilderness Lore 1 Determination: 6. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. about 5 metres in diameter. offering protection of Armour. phosphorescent green jellyfish. Ancient worlds Greek and Roman warriors wear plate metal body armour. these men have few special abilities. Future worlds Man has long realized that the best armour he can make is useless against the destructive power of blasters. bordering on limited time travel. Marksmanship 2.DOCTOR WHO — TIME LORD from medieval England or a starship.

It is considered as having Determination 4 and a range of zero areas for this purpose. for at least six hours after each recharging. The Gravis is the driving force behind the expansion of the species. they have a high intelligence. retreating to their space ships to do so. therefore. Science 1 Determination: 5. the Gravis oversees the 102 . It counts as an unarmoured Size 7 target. The main tool is a multi-purpose blaster and control rod.DOCTOR WHO — TIME LORD control centre for their operations. the rod can be used to hypnotize and control subjects. Sometimes. the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. Wherever there is a scout. Sontarans are clones: all of them look alike. They consider all other methods of reproduction as weaknesses. TRACTATORS & THE GRAVIS TRACTATOR Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 3 Determination: 3. Weaknesses A Sontaran’s only weakness in its armour is the probic vent at the back of its neck. Sontarans act alike. Sontarans have little skill at negotiation. the species produces a Gravis. however. Electronics 1. When used as a weapon. which compensate for a shortage of real abilities. a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force. Astrogation 1. too: they respect military hierarchy and are used to ordering people about. With the ability to construct sophisticated and accurate mining equipment. Engineering 1. Mechanics 1. Sontarans need to recharge their energy periodically. a full invasion force is sure to be close by. It must not be forgotten that although they are a martial race and relish even other people’s conflicts. Weapons The Sontarans are highly dependent on their equipment. Sontarans are always mobile. Control Gravity 1 Awareness: 3 Tractators are harmless burrowing beetles that live in tunnels beneath a planet’s surface. Control Gravity 1 Awareness: 3 GRAVIS Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 6. which is exposed even while the protective helmet is worn. enabling the species to sustain tremendous casualties in war. pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy. it has a limited range of 4 areas. Armour Sontaran space armour counts as full Armour 9. By modulating the light energy it emits. Weak pulses from the rod can be used to control Sontaran machinery. which can grow only by colonizing new planets. a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran’s belt.

If no such minds are readily available. instead of the more usual brown. black leathery snout and yellow fangs are barely visible through the mass of fur. the Tractators move in. Knocking the Gravis unconscious or moving him away from the same planet will break his control. or other intelligent minds. Iron Constitution 2. 4 in the case of other Tractators).DOCTOR WHO — TIME LORD building of tunnels to turn the centre of a planet into a giant gravity motor. purposeless creatures. which they operate until their minds burn out. Its underbelly is a pale brown colour as is the broad. causing to crash on the planet. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used. pressure) 2 Control: 2. Weaknesses The Gravis is the Tractators’ greatest weakness. carrying out physical tasks that either the intelligence or its human agents cannot manage. talon (Wounds 5) Armour: Full Armour 8 Strength: 5. enabling the Tractators to travel through space. Two antennas. Tractators. Without him. The back of a Tractator is protected by black chitinous segments. sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. short tendrils are visible between the Tractator’s thick lips. the Yetis were given the form of abominable snowmen. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds. tufts of black fur stick out from the overlapping sections. The concentrated gravity field manifests as a pink nimbus around its target. Armour A Tractator’s chitin counts as body armour with a protective value of Armour 4. and instead of teeth. They are about 2. shovel-like hands. Tracking 1 Yetis are unintelligent robots that are controlled by the Great Intelligence. These people are then harnessed to the mining machines. The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved. sucker-like base which allows it to move. Tractators stand upright and are about 2 metres tall. however. The strength of the gravitational force is equal to the Tractator’s total ability (6 in the case of the Gravis. offering protection of Armour 2. a Tractator will attack with its stubby claws. yet they are dangerous: their hairy hands end in razor-sharp talons. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 2 Determination: 6. 103 . about 40 centimetres long. Special Immunity (heat. which the Yetis usually slash violently at an enemy. Their red eyes. cold. bipedal and covered in long shaggy brown fur. They are its tools on Earth.1 metres tall. Yetis look almost comically squat because of the breadth of their bodies. It has a pair of short. to provide the living intelligence that powers and guides their mining machinery. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. Strength 7). Precision 1. stubby arms with ridged. Control Gravity [Determination] The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. Large. Originally constructed in the Himalayas. but the effect is to increase the Tractators’ total ability at Control Gravity. the Gravis will seek to divert passing spaceships. stick out from the top of the head and provide the means of directing and channelling gravitational energy. picking on weakened. the Tractators revert to harmless. Brawling 2. YETIS AND THE GREAT INTELLIGENCE YETI Weapons: Web gun (grapple attack. Its soft underbelly counts as soft leather partial armour. glassy eyes stare out sideways from an almost fishlike head. need a supply of humans. Indomitable Will 2 Awareness: 3. If forced to. The Gravis is identified by its predominantly green skin. which inflict 2 Wounds. When awakened by the Gravis. Weapons The main weapon used by Tractators is their Control Gravity ability. The creatures have a terrifyingly loud roar. a being of pure thought from another dimension.

The TARDIS was once restrained in this fashion. The Great Intelligence has no corporeal form. to restrain or move objects. ZYGONS Weapons: Electric charge (wounds 4. Indomitable Will 1 and Telekinesis 1) and Awareness 7. It can exert its powers through space. First Aid 2. A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. It slowly suffocates a target. puckered mouth give the Zygons an air of brooding menace. such as a Yeti control sphere. move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object’s Weight plus the number of areas to be moved. Independent Spirit 1 Awareness: 3. it can gather together the materials necessary to build its robot servants. just the abilities of Knowledge 8. Weaknesses Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest. the Yetis. Science 2 Determination: 6. and their control spheres. enabling it to resist burning and even to contain explosions. range 0). Deep-set. A Yeti inflicts 5 Wounds when it attacks with its talons. A great dome-like head meets the shoulders direct. Brawling 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. Without a control sphere in place. It is theoretically possible to destroy the intelligence in psychic conflict. the Great Intelligence drifts through time and space. It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane. a Zygon’s fingertips end in small suckers. The web also has the ability Special Immunity (fire) 3. 104 . A flap of fur usually conceals and holds in the sphere. which in effect it hypnotizes and then possesses. small eyes. Control spheres. Electronics 1. a pug nose and a slight. however. or even an active relic of the intelligence’s previous visitations. A Zygon’s manlike body is upright and bipedal. but even the Doctor’s mind is too weak to contemplate such an action. and form a crest on the Zygon’s head. are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. Its prime human agent gains the mental abilities of the intelligence. Lines of sucker-like nodules run along the limbs and spine. Although the web does no damage. If its focus is destroyed before it can build up sufficient power to enter the physical world. Gloating 2. Shapechange 3 Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. Weight 2 and full Armour 8. Weapons Yetis are sometimes equipped with web guns that emit a tough. counting as a Wounds 6 slow-acting poison with an attack period of one action turn. Armour The metal skeleton and cladding of a Yeti is equivalent to full Armour 8. fist (Wounds 2) Armour: Full Armour 6 Strength: 5 Control: 3. it counts as a successful grappling attack made by an opponent with Strength 7. Cybernetics 1. Computing 1. Their other relevant abilities are Strength 3. which is a Size 7 target. The guns have a range of only 1 area. Telekinesis [Determination] This special ability gives the intelligence the power to lift. This telekinetic ability can produce physical manifestations similar to cobwebs. seeking entry into the world of men. the intelligence is temporarily banished.DOCTOR WHO — TIME LORD Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding. Once the intelligence has a human agent. however. Determination 8 (Special abilities of Hypnotism 1. looks unpleasantly rubbery and is slimy to the touch. Control 3. tangible evidence of the intelligence’s work. THE GREAT INTELLIGENCE Exiled from another dimension. resilient cobwebby substance that binds or envelops its target. its green and orange skin. there is no trace of a neck. a Yeti is inactive: it is like a machine that has been turned off.

The specimens need to be held onboard the Zygon spaceship in the event that their body print fades. provided that they have recorded its body print.DOCTOR WHO — TIME LORD Their burbling. Zygon technology uses organic materials. the Zygons seek new worlds to make habitable: they prefer warm wet climates. The usual procedure is to capture suitable specimens. A Zygon’s fists inflict 2 Wounds. Particularly advanced shapechanging techniques. Confident in their own superiority over other species. also transfer some or even all of the copied subject’s memory. Armour Zygons have a tough hide. It is the ability exactly to mimic the physical appearance of another creature or person. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons. Even a Zygon spaceship is partly organic. record their body prints and allow shapechanged Zygons to take their places. and connections are usually in the form of suckers on long rubbery stalks. when the Zygons planned to modify the Earth’s climate to make it more suitable for their species and its herds of Skarasens. however. Weapons A powerful electrical charge emitted from a Zygon’s fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack. Zygons will use any tactics they feel are necessary. Zygon spaceships usually carry tanks containing Skarasen embryos. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature. Because they are desperate to survive. Their arrogance. 105 . preferably including key political figures. Shapechange [Awareness] The ability of Shapechange is a very sophisticated form of Disguise. usually machine assisted like that of the Zygons. but they can be damaged by bullets. even going as far as committing genocide. Their skin is equivalent to full Armour 6. Weaknesses Zygons have no real physical weaknesses. can lead them to underestimate their opponents. amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons’ life cycle. with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls. sibilant voices sound menacing and betray the fact that Zygons are arrogant.


Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them. Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

Apparent age: over 100 Species: Kaled Equipment: Armoured, mobile base (body Armour 9) Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2 Control: 2, Sleight of Hand 2 Size: 4 Weight: 5 Move: 2 Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1 Determination: 7, Command 1, Gloating 1, Indomitable Will 2 Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3 The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds’ rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power. Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity. The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros’s original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros’s laboratories, making fearsome guards. Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself. His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros’s voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.


Davros’s armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks. The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

Apparent age: late 30s Species: Human Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour Strength: 5 Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2 Size: 3 Weight: 4 Move: 3, Piloting 1, Running 1 Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1 Determination: 3, Independent Spirit 2 Awareness: 3, Bargaining 3, Gambling 1 Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor’s blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so. If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron — even someone like the Master — if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew. In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is ‘Must be worth a lot of grotzits’ or ‘I can do you a deal on that.’ A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison. The Nosferatu, Glitz’s spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World’s late ruler, Kane. Glitz’s propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor. Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right. A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz’s green eyes are mischievous and calculating. Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor’s companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.


His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

Apparent age: early 40s Species: Gallifreyan Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun) Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2 Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1 Size: 3 Weight: 4 Move: 3, Driving 1, Piloting 1, Running 1 Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2 Determination: 7, Command 1, Gloating 2, Hypnotism 1 Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2 The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective. No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so. Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master’s megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper. The Master’s plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing. He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies. Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

The Master’s deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon’s victims is a sure sign that the Master is around. Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.


when his schemes are running smoothly. Although he is a clever and devious schemer. slightly greying hair. He must first beat the difference between his total Absorb Form ability and the target’s Strength to physically take over. is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. to forestall the Viking invasion fleet that left King Harold’s forces to exhausted to beat off the Normans in 1066. he can attempt to absorb the body of another. Weapons The Monk is not normally armed. nor does he wear armour. Although his TARDIS’s chameleon circuit works. He longs to get revenge on the Doctor. Regenerative Powers 3 Control: 4. THE MEDDLING MONK Apparent age: late 40s Species: Gallifreyan Equipment: None Strength: 3. just a misguided one. historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. Medicine 2. from gramophone records for sound effects to atomic cannons to destroy his enemies. the Monk is careless. Temporal Science 1 Determination: 5. the Monk has a habit of accidentally leaving anachronistic clues to his presence. bringing technological fire to its people. He is a collector. The Monk believes that technology should be given to primitive societies so they can improve their lot in life. History 2. who has twice stranded him. Astrogation 2. Cheat Death 3. Iron Constitution 2. hoarding trophies in his TARDIS that have been taken from all periods and places in time and space. 109 . and may well turn up as a third party in an adventure. Science 2. Stealth 2 Size: 4 Weight: 4 Move: 3. and green eyes. his motives and plans are sometimes transparently obvious. brown. MacGuffin 1. The Monk is not an evil character. the Monk dresses in a brown habit and round cap.DOCTOR WHO — TIME LORD Absorb Form [Strength] If the Master’s body fails him. He is quite handy with improvised blunt weapons. Yet he behaves childishly and sulks when his plans are balked. If he succeeds. TARDIS 2. for example. Very much into creature comforts. Con 2. too. The Monk. He is quite jovial. Running 1 Knowledge: 6. although his TARDIS usually has stocks of weapons from all times. He also champions the underdogs. The Monk will use any technological aid he can to further his plans. a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten. Robotics 1. Acting 2. it is possible to find modern kitchen equipment and power lines. He has a round. First Aid 2. Electronics 2. Intuition 1 Like the Doctor. the Monk carelessly leaves objects outside it: in his secluded base. Only the Doctor’s timely intervention thwarted the Monk’s plan. the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. completely unconnected with main events. He is the Prometheus of the cosmos. Most of the time. Blunt Weapons 2. however. and incredibly pleased with himself. he must then beat the Determination of the host’s mind using his Determination in order to control both mind and body. allowing the time and space machine to fit in with its surroundings. Disguise 2. Pseudoscience 1. cheerful face. It was his intention. Gloating 2 Awareness: 4.

are usually elaborate. she is also an outstanding genetic engineer. Wounds 3 on stun). brunette hair tumbles down over her shoulders and back. and she is forced to experiment wherever she can temporarily set up a base. The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6). Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. Iron Constitution 2. First Aid 2. 110 . The Rani uses stealth and subtlety to achieve her objectives.DOCTOR WHO — TIME LORD THE RANI Apparent age: mid 40s Species: Gallifreyan Equipment: Blaster (Wounds 6 on kill. Her great talent for disguise. Long. Striking Appearance 2 The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry. Indomitable Will 1 Awareness: 4. Acting 2. communications bracelet Strength: 4. and she seeks him out only when his talents are necessary to success. The Doctor is merely a brilliant tool for her to use to further her experiments. means that the Doctor often fails to recognize her and only too late realizes who he is up against. Sleight of Hand 1. as well as operating scientific apparatus. the Rani is a strikingly attractive and imperious woman. crimson trousers and red-leather mid-length boots. but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani’s control. Brawling 2. Medicine 1. Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. she considers herself above the need for petty feuding. Regenerative Powers 3 Control: 4. however. nor does she wear armour. Electronics 1. Although the Doctor has ruined her experiments in the past. These typically take the form of mines detonated by trip wires. Her heart-shaped face has high cheekbones. preserved or dormant specimens of creatures are displayed like ornaments in glass containers. her eyes are a chilling blue-grey. The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host. making them subservient to the Rani’s will. however. Cheat Death 3. TARDIS 2. Gloating 2. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target’s Strength. Command 1. Stealth 2 Size: 3 Weight: 4 Move: 3. such side effects are not enough to make her abandon her experiments. She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience. The poison does not injure its target. Her TARDIS is a monument to her genius: inside. Out of her disguises. Weapons The Rani does not habitually carry a weapon unless she believes her victim is going to resist. Robotics 1. Escapology 1. Disguise 3. Explosives 2. Computing 1. She typically wears futuristic clothing: a crimson. Pseudoscience 1. On her left wrist she wears a broad. It does not matter to her whether the drugs cause pain or death. Poisons 1. sparkly tunic. and seldom tries to be too clever for her own good. MacGuffin 1. Temporal Science 2 Determination: 6. Science 1. resulted in the Time Lords banishing her from Gallifrey. Her traps. the subject’s mind becomes receptive to the commands of the Rani. metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras. Con 3. Her completely unethical approach to her experiments. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. Mathematics 1. Running 1 Knowledge: 7. however.

Not all of the Mentors are as corrupt and distasteful as Sil. 111 . translation box. The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride. Poison 1 Determination: 4. and is paranoid that one of its rivals will usurp his company’s position as an exploiter of valuable resources. open-faced helmets that count as partial Armour 5. Bureaucracy 2. another’s distress is an opportunity for entertainment. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out. one of the main trading companies of Thoros Beta. The Mentors are skilled traders in the universe’s commodities who are rarely on the losing side of a deal. Weaknesses Physically. To him. and a loose. segmented tail. however. Computing 2. Sil is a fawning coward who seeks only to gain favour in his employer’s eyes. The Mentors are green-skinned and about 1 metre long. especially if it is a member of the ugly human race that is suffering. skin counts as full Armour 3 Strength: 3. He relishes the pain of others and delights in their torture.DOCTOR WHO — TIME LORD SIL Apparent age: indeterminable Species: Mentor Equipment: Tub of marshmallow slime. Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. a highly intelligent slug-like species from the planet Thoros Beta. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits. A bony crest surmounts the head. Sil. if the corporation’s faith in Sil were destroyed. He works for the Galatron Mining Corporation. Weapons Sil is not armed: he relies on his guards to protect him. Command 2. who he considers is particularly repulsive. Despite his overt love of painful entertainment. Bargaining 3. and its teeth are sharpened to points. Cheat Death 2 Control: 2 Size: 5 Weight: 3 Move: 1. even at the expense and hardship of others. but instead of legs they have a tapering. the eyes are large and bulging. They have well-muscled chests and arms. he would suffer a more crushing defeat. slimy frill of skin surrounds the neck and spreads over a Mentor’s shoulders. Yet he is backed by the weight of the Galatron Mining Corporation. Sil has a particular dislike of the Doctor’s assistant Peri. Mentors are naturally creatures of the sea. Con 1 Sil is a particularly sadistic member of the Mentors. Swimming 3 Knowledge: 6. Law 2. By human standards a Mentor is repulsive to look at: although its face has human features. they are not particularly mobile and need human assistance to move freely. Mathematics 2. they wear metal. Gloating 3 Awareness: 4. They are far future soldiers. has been corrupted by the power that his trading position provides and is decidedly decadent. His voice gurgles and splutters words. armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun. they are just small creatures making big business. Although they have adapted to life on land. Armour Sil’s slimy green skin is equivalent to full Armour 3. often incoherently owing to a fault in the translation box he wears on his left breast. Sil is far from a threat and could be easily destroyed.

A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. The Piloting ability is essential to be able to fly a light aircraft. Move: 6 The Brigadier uses a two-man helicopter quickly to get to crisis areas. to do stunts or manoeuvres. If he has to control the vehicle. which has a difficulty of more than 1. In TIME LORD. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. An attack directed at a vehicle has to overcome its Strength to put it out of action. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance. Some vehicles. his Move plus any relevant special ability is used. Size: 2. such as mud or shingle beaches. far future cars that use repulser fields to keep them off the ground. Light aircraft Strength: 6. Mechanical vehicles have Strength abilities that indicate their motive power. typically used to push objects out the way or tow other vehicles out of trouble. Move: 6 Cars are the predominant form of transport on twentieth and twenty-first century Earth. however. The are like mobile areas. the abilities of different types of vehicles are important only in chase scenes. treat all terrain as difficulty 1. Although it may appear that boats can travel as fast as cars. Weight: 6. Tiger Moths and Cessnas. Vehicles are subject to the same terrain difficulties that affect characters. Size: 4.DOCTOR WHO — TIME LORD TRANSPORT The third Doctor was particularly fond of flashy or gimmicky means of transport. it must be remembered that they are permanently in difficulty 2 terrain. the Rough Terrain ability is added to a vehicle’s Move to determine its total ability which is matched against the difficulty of the terrain. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. or to withstand gunfire. At tactical level during action turns. able to hold five people and still allow them to use certain abilities. Helicopters can hover in the air and do not 112 . Such vehicles have an additional ability. whether it was to chase people. it also has to resist this using its Strength so that it is not put out of action. Damage Resistance would be used to protect a car in a crash. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth. Weight: 6. when it is important to work out whether the bad guys close on the Doctor and his companions. Bicycle Strength: 4. Damage Resistance 2. or vice versa. In all cases. others can apply it to only certain types of terrain. When used as a fast-moving ram. Air cars. Damage Resistance 1. called Rough Terrain. Weight: 6. Size: 2. Rough Terrain [Move] Rough Terrain is the ability of vehicles to move easily over terrain. Move: 6 Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes. Helicopter Strength: 6. Move: 4 A pedal bike is an emergency item of transport for one person. however. so the Move ability of each type of transport is only its speed relative to other means of transport. Weight: 3. Car Strength: 6. it is unlikely that a vehicle will ever be used at its full speed. Damage Resistance 1. Damage Resistance 1. escape from them or just for everyday travel. for example. the number of areas it moves is the number of Wounds it inflicts on a target. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. Damage Resistance [Strength] This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action. Some vehicles can apply this to all such terrain. Size: 2. have tracks or broad tyres that allow them to travel more easily over certain types of terrain.

The category includes punts and canoes. be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter. Move: 5. Rowing boat Strength: 2. Weight: 6. rough terrain vehicles and use them to transport personnel and equipment. Move: 6. Weight: 5. Speed boat Strength: 3. Rough Terrain (land only) 2 UNIT troops favour these durable. Weight: 5. Damage Resistance 2. Weight: 5. Awareness: 3 Used as a beast of burden and a means of making men more mobile. Control: 4. Protective gear. but Size 1. Move: 6 Jet bikes are the waterborne equivalent of motor scooters. Size: 3. Knowledge: 1. Move: 5 Largely suitable for rivers and inshore work. rowing boats are a slow and cumbersome form of transport. Weight: 7. Weight 7). They are typically equivalent to two or three areas in size. such as a plastics fibre helmet and soft leather clothes. Move: 7 Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. It conveys an advantage to its rider in combat: the rider’s Defence is increased by 1. enabling the rider to swim over and remount. in effect. the horse is typically used by primitive societies. Size: 2. Weight: 5. Size: 1. Determination: 2. Damage Resistance 2. Move: 6 Small. Size: 2. Damage Resistance 1. Rough Terrain 3 Hovercraft use a cushion of air to float above the ground or water. Damage Resistance 2. Move: 6 Lorries are used to convey large quantities of materials or men. Weight: 5. they automatically slow down and travel in a circle. Jet bike Strength: 4. 113 . Size: 2. Horse Strength: 5. however. motor bikes are the sexiest form of transport that a companion can hope to drive. is recommended. powerful and fast. rowing boats with outboard motors. Motor boats have a Move of only 6 because they are. Weight: 5. Size: 4. They cannot. equivalent to one area of space. manoeuvrable craft propel themselves along using jets of water. Horses will also instinctively react to an attack against them by lashing out with their hoofs. Damage Resistance 1. These small. Damage Resistance 2. Size: 2. Hovercraft Strength: 6. Their advantage is their carrying capacity. inflicting 5 Wounds.DOCTOR WHO — TIME LORD have to move each action turn they are airborne. and therefore might carry anything from tea chests to troops. Damage Resistance 2. Land Rover Strength: 6. Motor bike Strength: 5. Lorry Strength: 7. Size: 2. if the rider falls off. Move: 4. They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1. A Land Rover can easily transport six people.

who are clever enough to erase their patterns. if more than one mind is connected at a time. the Time Lords have established themselves as invigilators of the laws of time. A section of the Citadel Guard is under the direct control of the president. The most important regulations governing time travel are the first and second laws of time and the Blinovitch limitation effect. Armed with this knowledge. typifies Time Lord stagnation. life is very much devoted to introspective studies at the Academy. His badges of office are the Sash of Rassilon. which allows access to the energies of the black hole that provides Gallifrey with its power. The first law of time simply states that no one should be allowed to meet themselves. Within the Citadel. yet even they do not understand all of its intricacies. but will spring back once its limits are reached to return to equilibrium. He secretly guards the Great Key of Rassilon from the president so that the powers of Rassilon can never again be wielded by one individual. the president’s conscience. Gallifreyan society has stagnated. the ruling elite of the planet of Gallifrey. If they intercede it is only to correct an abuse of the laws of time. the Rod of Rassilon. and red dome-shaped helmets. castellan and the cardinals of Gallifrey’s Academy. who become renegades: the Doctor. in effect. but it is suspected that extreme ageing of those alien to the time and space would occur — a fatal effect over a period of several centuries! It is possible extensively to deform the temporal membrane only by pushing against different parts of it. The consequences of becoming caught in the temporal inrush are a matter of conjecture. A strict policy of non-interference in the affairs of the universe has turned the Time Lords from innovators into mere observers and preservers of the balance of time. Arcalia and Patrex — at which young Time Lords receive a thorough education into the history and nature of the universe. The chancellor is. sophisticated time machines that are virtually self-sufficient micro-universes. the Master and the Meddling Monk are among those that wander through time and space. other Time Lords have left the Citadel to become close to nature. the city of the Time Lords. an ornate. in effect spreading the load. Security is the main concern of the castellan. Mason’s temporal analysis compares it to an elastic membrane that will yield if pushed. who has the forces of the Citadel Guard at his disposal as well as an extensive network of surveillance cameras. and part of the reason why the Time Lords seldom do so is out of a sense of responsibility. and prefer to live rough in the wilds of Gallifrey. A Time Lord can be connected to the matrix. Each guard is armed with a staser. an oval gold medallion on a chain.DOCTOR WHO — TIME LORD TIME LORDS AND TIME TRAVEL The Time Lords. The president is the figurehead of Gallifreyan society and has wide-ranging powers. the Brigadier met himself in Mawdryn Undead. Great pioneers such as Rassilon and Omega have mastered elements of it and passed on the benefits of their knowledge and achievements to their successors. The law has been broken on several occasions: the Doctor has been permitted by the Time Lords to meet other incarnations of himself. He is also responsible for the maintenance of the transduction barrier. it contains details and the mind prints of every Time Lord except those. commonly known as the matrix. Headed by the High Council of Time Lords. however. quite simply. TIME AND TIME TRAVEL Time is a flexible medium. are the undoubted masters of time travel in the DOCTOR WHO universe. with traumatic consequences. a low-powered blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. It would be easy to abuse the ability to travel freely in time. but even then they prefer to use a free agent. The Academy comprises three colleges — Prydon. their own regulations about what can and cannot be done to the fabric of time and space. The amplified panatropic computations network. It is the electronic memory used to record and preserve the experiences of all Time Lords. which is led by the president. the weaker one will be subjected to the reality imposed by the other. chancellor. If they travel. Academic life. third or even fourth attempt at getting something right or averting a cata- 114 . The effect is to propel the affected sector of space and time back to the point at which interference began: time. a great force field that protects Gallifrey from attack. The chancellor’s badge of office. is anathema to some Time Lords. such as the Doctor. The High Council consists of the president. red trousers tucked into red leather boots. they do so in TARDISes. allowing him to enter it as a virtual reality. white cloaks. Officers additionally wear a silver-coloured breastplate to denote their rank. to do their dirty work. such as the Master. catches up with the meddlers. Blinovitch’s limitation effect is a simple observation that it proves impossible to keep going back to the same point in time in order to have a second. in a way he is more powerful because he sees that the president’s wishes are fulfilled. and the Coronet of Rassilon. Instead they vigorously police time travel to put a stop to infringements of the laws of time. Citadel Guards are distinctively dressed in red tunics trimmed with white. wide segmented band of gold-coloured metal reputedly with the power to protect its wearer against even a black hole. is also a personal force field (Strength 10) that can be extended to protect one other person next to the chancellor. Gallifrey’s centre of learning. which enables the wearer to gain access to the matrix.

For added safety. however. sloping-topped console that surrounds the time rotor in the main control room. perhaps on the verge of breaking up or entering an area where conditions are so hostile that the ship would be destroyed. TARDISes ordinarily look like silver-grey metallic boxes but because this makes them conspicuous. rest and keep themselves occupied on their journey. however. Time travel. although slightly more advanced. Beyond the console room. It first manifests as temporal and spatial displacement from the intended time zone. it from Gallifrey many centuries ago: the model is now obsolete and considered a museum piece. Originating from the cloisters. The TARDIS’s doors open into the console room. the hostile action displacement system (HADS) or the TARDIS force field can be activated. the journey is rarely important except when scenes relating to an adventure need to take place. lies the rest of the Doctor’s time machine: a confusing maze of corridors and chambers that even the Doctor has been known to get lost in. Occupants of a time machine will notice the passage of time as normal. his ship remains in the form appropriate to England in the 1960s. Within these limits. exists in another dimension: only part of the time machine materializes when it lands. the TARDIS is far larger than its external appearance suggests: it transcends the three primary dimensions of the universe. the Doctor’s type 40 is probably the only one that characters will encounter. 115 . however. the Time Lords devised a means of disguising them. the TARDIS looks like an English police telephone box from Earth during the 1960s. going back to kill his father at a time before the traveller was born. and until then is dependent on them. In addition. Inside. the second law of time states that no one can interfere with their time line. in order to think clearly about a problem. Cloister bell The deep. his meddling only resulted in even more bizarrely out of place forms. in a Saxon church it might appear as a crudely carved altar or column. say. or ‘borrowing’ as he would say. TARDISes used by the Master and the Rani are largely similar. it is apparent that the wooden lock-up is more than it seems: it hums discernibly. giving away the fact that there is a powerful source of energy beneath its battered blue exterior. sitting himself on one of the stone benches or pacing up and down. to take advantage of new components or to repair damage caused by circuit fires or even blaster damage. through two ordinary-looking doors. time travellers can come and go as they please in space and time according to Mason’s temporal analysis. penetrating every room. Cloisters Finished in carefully worked and carved grey stone over which climbing plants grow. It combines with the first law of time to prevent temporal mishaps. a slight incompatibility between circuits means it is unlikely that parts from one type of TARDIS can be safely replaced by those from another model. the measure of relative continuity. THE TARDIS Although the Time Lords have created many models of TARDIS. TARDIS FEATURES Chameleon circuit The Doctor’s TARDIS resembles a police box only because of a fault in the chameleon circuit. Close up. The Doctor sometimes retreats to the cloisters. Control console Most of the TARDIS’s functions are controlled from the hexagonal. Each incarnation of the Doctor has modified the console in some way. the point at which the TARDIS is going to arrive is often known in advance. The Doctor obtained his TARDIS only by stealing. and in its ultimate form becomes a time loop. however. After all. then logically he would never have existed and his father could not be killed by his hand. the sound of the bell reverberates through the ship. the cloisters is a tranquil area that resembles its monastic equivalent on Earth. therefore. In appearance. Most of the TARDIS. Each TARDIS has built-in controls that prevent the abuse of the first and second laws of time and take evasive action to another time and space should the Blinovitch limitation effect begin. A TARDIS materializing on a public beach in Edwardian times might appear as a bathing machine. Although the Doctor has made an attempt at repairing the chameleon circuit of his TARDIS. resounding knell of the cloister bell is a warning that the TARDIS is in great danger. although he can be sometimes be panicked into believing otherwise. the TARDIS is virtually indestructible. According to the Doctor. and it is from there that the adventure continues. Anyone’s time line diverges from their ancestors’ time lines only at the point of birth. In TIME LORD. is not instantaneous. the location of the time ship’s main controls.DOCTOR WHO — TIME LORD strophe. If he were to do so. even changing its appearance. This prevents a time traveller. The chameleon circuit analyses the surroundings of the TARDIS just before the ship materializes and picks an outward form that blends in. and will need to eat. The second law of time prevents discontinuity in a person’s time line and avoids paradoxes.

It provides a power outlet for equipment to be used in the control room or a short distance outside the TARDIS. including radiation. Cream-coloured plastics panels cover the walls. about 30 centimetres across. At its lowest level it is equivalent to Strength 10. the TARDIS is suspended in space and time. a hatstand is practically positioned to keep hats and cloaks for expeditions outside. nearest the TARDIS doors. The Doctor has removed other forms of security owing to the risk of sealing the TARDIS for ever. Panel five provides readouts of external and internal environmental conditions. Each Doctor tends to decorate with control room with different objects: the first Doctor favoured ornaments. the TARDIS cannot travel anywhere. life support and lighting controls. provided it is activated. its maximum depends on the energy available from the TARDIS’s generators. Moving clockwise. by entering the type of food required into the dispenser’s computer. Door lock Once protected by a number of anti-tampering devices. many companions not surprisingly long for proper Earth meals complete with all the trimmings. located in a room near to the control room. houses the basic navigation and steering controls. the lock on the outside of the TARDIS door can be opened only by a specially coded key. on pedestals and even a comfortable armchair. Its main feature is the control console which is set in the centre of the room. the inside of the TARDIS would shrink so that its rooms resembled those of a doll’s house. Control room The control room is the first room that anyone enters when stepping into the TARDIS. concealing electronic circuits and lights. concentrated food can be contained from the TARDIS’s food dispenser. preventing both entry and egress. Panel one. It contains advanced navigational controls that are required in exceptional circumstances only and the TARDIS’s defensive controls. The food resembles the concentrated rations used by astronauts from twentieth century Earth during the planet’s first space age. Near the TARDIS’s doors. the failsafe switch stabilizes the TARDIS in space and time so that it may neither materialize nor dematerialize. Until the switch is reactivated.DOCTOR WHO — TIME LORD The six trapezoidal panels each house controls for different aspects of the TARDIS’s operation. Although the food is tasty and filling. the switch can be disabled to prevent its unauthorized use. The force field generator is located in the pedestal section of the control console and can be detached for use outside the TARDIS. panel two houses the switch that opens and closes the TARDIS’s doors and the controls for the scanner. viewed from above. Food dispenser Nutritious. The Time Lords disabled this circuit when they exiled the Doctor to Earth. he spent much time tinkering with it in order to escape from the planet. It is from here that the Doctor sets a course for the TARDIS and initializes dematerialization and materialization. with circular mouldings. Dematerialization circuit Without a working dematerialization circuit. as well as the room controls. Failsafe switch Located away from the main control room. Access to circuits to carry out repairs is obtained by prising off the control panels or by removing the panels on the pedestal that supports the console. The dispenser also issues water in small plastic bags. humidity and oxygen levels. 116 . Panel three houses the communications. Force field The TARDIS has a variable strength force field that can be used to keep enemies at bay. The force field surrounds the TARDIS at a distance of about one metre. Panel four houses the terminal that gives access to the TARDIS’s computer and databanks. such as clocks. Without it. Panel six indicates the power status of the TARDIS and is used to bring in auxiliary power from generators and batteries. Dimensional stabilizer The dimensional stabilizer maintains the spatial relationship of the inside and the outside of the TARDIS.

If necessary. the Doctor can issue a spare key to his companions. Storerooms Among the many chambers of the TARDIS are vast storerooms that contain essential supplies and materials necessary to the upkeep of both the TARDIS and its inhabitants. allowing them more easily to attain a peaceful state. and the controls allow rooms to be jettisoned. the urns contain more formal arrangements. unless the Doctor remembers to program their features. 117 . TARDIS key Although the key to the TARDIS looks no more complicated than a front-door key. however. but he dislikes the risk this entails: his enemies might one day prove clever enough to use a companion and the key to steal his ship. making use of its therapeutic properties. Workshop Deep in the TARDIS is a scientific workshop where the Doctor has the facilities to build and repair electronic and mechanical equipment.DOCTOR WHO — TIME LORD Hostile action displacement system (HADS) HADS protects the TARDIS against attack by dematerializing it and rematerializing the ship a safe distance away. It has no pretences of advanced technology: ancient scientific apparatus mingles with new and futuristic equipment. was partly a bioelectronics lab! The layout. New chambers usually show the basic structure of the TARDIS. While the ship is stationary. type and number of rooms in the TARDIS can be controlled from the main control console. for example. Scanner A large television screen suspended in the wall of the control room provides an image of the location corresponding to the temporal and spatial coordinates of the TARDIS. Companions’ rooms are typically full of souvenirs from their travels or equipment for their hobbies: Nyssa’s room. The Doctor. Zero room The zero room isolates its inhabitants from the forces of the universe. It is connected to externally mounted detection equipment. Artificial sunlight makes the courtyard bright and pleasant — an ideal place to relax. tends not to activate this safeguard. which resembles Victorian ironwork. Time rotor The time rotor at the centre of the control console rises and falls as the TARDIS travels through time and space. its complex crystalline coding is unique and attuned to the body prints of the Doctor and whichever companions he decides are trustworthy enough to be allowed free access to the TARDIS. Particular emergencies may make it necessary to shed part of the TARDIS’s internal structure. however. and triggers the dematerialization circuit so that the TARDIS makes a short spatial journey. The list of their contents was once kept in the TARDIS’s databanks. which he is allowed to personalize. The key and lock can be reprogrammed from the main control console. The Doctor needed to use the zero room to settle into his fifth incarnation. The HADS circuit detects the build up and imminent release of energy. mainly because it can make the TARDIS difficult to find and reach. Swimming pool The swimming pool is the main feature of a villa-style courtyard that is decorated with white pillars and urns. Rooms Each companion is assigned his own room in the TARDIS. the time rotor is motionless. but the Doctor’s poor bookkeeping means that this information is far from up to date — perhaps as much as five centuries old! — and may well be inaccurate about the location of equipment. There is an abundance of plant life in this area: climbing plants creep up the pillars and over stone balconies.

which is achieved through the Eye of Harmony. or bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has snapped or been cut. Antimatter A safe enough material in its own universe. The eye is the heart of a black hole that was entered by the Gallifreyan temporal engineer and architect known as Rassilon. black holes exert a strong gravitational pull from which matter and even light cannot escape. Environmental helmets The TARDIS is equipped with a number of environmental helmets that usually form part of a space suit. Time Lord technology relies on the balancing of the forces of a black hole with the planet of Gallifrey.’ says the Doctor in The Invasion . 118 . and an anti-theft force field that restrains potential car thieves. as in Invasion of the Dinosaurs. It is also known as Terra or Sol 3 and is subject to constant invasions by aliens which know a good thing when they see it. It can be used only in containment vessels which constantly shift the structure of the containing material so that matter and antimatter never meet. with or without visors. They demonstrate that the evolutionary prospects of an adding machine are limited. Camera A handy method of making visual records of events and people. Whatever the circumstance. The aliens probably have the right idea. is limited. It is fitted with inertia brakes that allow instant deceleration. and may run out through prolonged use. Earth is destined to end up as a ball of chemical goo unless mankind can change its ways. to provide a suitable and breathable atmosphere. A small. and one of the few weapons that is guaranteed to be effective against Dalek armour. The helmets can be worn on their own. The following extracts are should prove particularly useful to prospective companions. they scream loudly should anything dangerous approach. Bessie A veteran. Computers are infuriatingly obstinate. Cricket ball A cricket ball is an indispensable piece of equipment. Companions are useful as early warning systems. bright yellow open-topped car driven by the Doctor while on Earth. antimatter explodes violently in contact with the stuff of the normal universe. Earth Earth is a pleasant green planet with blue oceans which is favoured by the Doctor. but liable to blow a few circuits at the slightest logical conundrum. however. a remote control that allows the Doctor to control it from a distance. gets captured or gets lost. where photographs alerted the Brigadier to the presence of Doctor John Smith and Sarah Jane Smith. smile if someone takes your picture. Companion A guaranteed source of trouble that either gets in the way of experiments. Computers ‘I hate computers and refuse to be bullied by them. Often used by the military to identify criminals. Dalekanium A highly effective explosive developed by the Daleks. The air supply.DOCTOR WHO — TIME LORD A 500-YEAR DIARY The Doctor occasionally records details of his adventures and the creatures and objects he encounters on them in his 500-year diary. Often unappreciated by its inhabitants. Black hole Gateways to the universe of antimatter. hand-sized bomb inflicts 10 Wounds against targets in its primary zone of effect and 5 Wounds to those in its secondary zone of effect. It can be thrown at control panels to deactivate automatic security systems.

It can be used in hand to hand combat. however. In such cases a hand-held homing device from the TARDIS’s storeroom can be used to indicate the rough direction to the TARDIS. The Strength of a force field is the difficulty that a character must beat to get through: a typical force field has a Strength of 10. so the potential of gold is probably limited. the metal is conveniently worn as jewellery by many companions. the janis thorn releases a Wounds 5 fast-acting poison that attacks once every two action turns. or his companions need help to find the TARDIS. Force fields also act as a type of Armour: if the force field is not breached by an attack. 119 . such as bomb detonators. who cannot look or travel beyond their own solar system. The Earth confections are a prop used to gain time or favour: only cruel. The thorn itself inflicts zero Wounds for the purposes of overcoming armour. Fuses A plentiful supply of electrical fuses is needed for the Doctor’s MacGuffins. It can also be used for imprecise surgery on electronic components. Homing device Sometimes the Doctor’s ‘infallible’ sense of direction fails him. are probably working on life support systems that do not seize up in the presence of this metal.’ is the Doctor’s usual disarming approach to security guards and wouldbe rulers of the universe. Jelly babies ‘Hallo. a mutated Alzarian. especially science fiction writers. Gravitron Weather on the planet Earth is controlled in the twenty-first and twenty-second centuries by a gravitron based on the Moon. it immediately paralyses its victim. It is like the normal universe. there are more galaxies per universe than water molecules in a pint of beer. Galaxy Often called the universe by creatures. The gravitron exerts huge gravitational forces on the Earth. inflicting 4 Wounds. Timed fuses are essential to use explosives safely: a minimum detonation time of two action turns is recommended for everyone to clear the area of effect. gold is a deadly poison to Cybermen. Cybermen. Gold In dust form. Have a jelly baby. resulting eventually in death. Sontarans. Leela survived an attack by a janis thorn only because the Doctor was able quickly to synthesize an antidote. As a general rule. Laser cutter A laser cutter is a high-precision instrument for delicate surgery on electronic circuits and components. The electromagnetic forces it creates can be used to repel attacks against the Moonbase itself by overriding the safety cutouts. Cybermen. it completely protects anything beyond it. or Exo-space as it is also called. The Doctor frowns upon the use of such a dangerous weapon. the second Romana chose to remain there. Stabbed into the exposed flesh of a victim. Subsequent attacks increase the paralysis. is the negative part of the universe. manipulating the natural weather patterns. emotionless or violent monsters such as the Daleks. comes form E-space. It is still useful to appease black marketeers or mercenaries. only it exists in negative coordinates. Adric. The device is palm-sized. ending her travels with the Doctor. If at any time the poison overcomes a victim’s Strength. Yetis and so on could resist. which frequently overload their circuits. Janis thorn Leela uses a janis thorn to paralyse and kill her enemies. Autons. Force field A force field is a focused barrier of energy that is largely impervious to physical attacks. and inflicts 4 Wounds.DOCTOR WHO — TIME LORD E-space E-space. Jelly babies increase the Doctor’s Awareness by 1 if he uses them to charm his way into people’s favour. for which the Edged Weapons ability is appropriate. I’m the Doctor.

Its counterpart is E-space. It is used mainly by the Daleks to power their time capsules. It has a short time fuse of 2 actions turns. Nitro-nine inflicts 7 Wounds on anyone in the primary zone of effect and 4 Wounds on anyone in the secondary zone of effect. Nestene autojet The Nestenes’ ability to animate plastic and the Master’s technological know-how were combined to produce the Nestene autojet. 120 . which provides protection for the head. The length of activity in space suits is limited by the air supply. Medical pack The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. this Earth confection has other uses. An environmental helmet. as well as containing air canisters.DOCTOR WHO — TIME LORD Liquorice allsorts Like jelly babies. Space suit The TARDIS’s wardrobe has a reasonable stock of space suits. This action can also be initiated by radio signals activated by the Nestenes’ human agents or allies. The Doctor occasionally uses a portable meter to measure the extent of different types of radiation away from the TARDIS. a pocket watch and chain can be used to hypnotize opponents. By boosting its power and concentrating the sonic energy into a beam. Its ability is equal to the Doctor’s total MacGuffin ability. Sonic screwdriver The Doctor’s sonic screwdriver is a general purpose MacGuffin that harnesses sonic energy to manipulate and open mechanical and electronic locks. Pocket watch Each incarnation of the Doctor has carried a pocket watch. a harmless-looking plastic daffodil. Apart from usefully measuring the relative passage of time and acting as an alarm to remind the Doctor of certain events. it can even be used to set off mines. It tends to work only after the TARDIS crew has stepped outside. It was destroyed during The Visitation at the time of the fifth Doctor. Medical packs have the abilities of Knowledge 6. which are essential for exploration in space and on many moons. Radiation meter The TARDIS has a radiation meter built into its control console. Its constituents react violently in contact with anti-matter. It is programmed to respond to heat and the pattern of a human face. This meter is reliable. The trick rarely works twice on the same guard. place it and run! N-space N-space is our universe: normal space comprising normal matter. Taranium Taranium is a vital mineral used to power time machines and temporal weapons. The Doctor typically lays a path of brightly coloured liquorice allsorts on the ground to distract guards and draw them away from objects they are supposed to be watching. one of the Doctor’s companions. Reversing its polarity turns it into a powerful electromagnet which can be used to draw back heavy bolts. but it is not infallible. Nitro-nine Nitro-nine is an effective explosive whose formula is known only to Ace. so if you have to use it. and a taranium core formed the heart of a Dalek weapon that was intended to destroy time. and Ace is forbidden to make it: she usually has a plentiful supply. Medicine 2 for the purposes of healing. They are available only if the Doctor has remembered to restock the TARDIS dispenser with the required drugs. A dye on the exterior of the bandage changes colour when the wound has healed. however. whereupon it shoots a plastic film over the target in an attempt to suffocate its victim. The plastic film is soluble in water. can be used separately on planets with thin atmospheres. and dissolves minutes after its has done its job by the action of condensed water vapour from its victim’s dying breath. Particularly large and megalomaniac liquorice allsorts tend to have personality defects. It is unstable.

Daleks used time corridor technology until their scientists developed timeships. It can fly: in the air it is treated as a light aeroplane with Move 7. UNIT Earth’s United Nations Intelligence Taskforce (UNIT) is a worldwide organization set up in the late twentieth century to investigate and combat extra-terrestrial menaces. sweptback wings. It can provide insight into recent events. It is opened and closed from only one end of the corridor. with a pass under the name of Doctor John Smith. Only civilizations that have developed temporal science have a chance of breaking out of a time loop. The Doctor has since become the temporary scientific adviser to UNIT in the UK. a subsidiary will often be blackmailed by politicians into acting against their leader’s will. and it has bases near or in the capital cities of the main world powers. provided its operator can program it correctly. Torch The TARDIS storeroom carries a number of chemical and electrical torches that are vital to explore some of the dingy caverns in which the craft lands. on the ground it is treated as an air car with Move 6. such as drone clamps. neutron rams. Whomobile The third Doctor built a special car during his sojourn on Earth. whose regular staff includes Captain Yates and Sergeant Benton. The United Kingdom section of UNIT is headed by Brigadier Lethbridge Stewart.DOCTOR WHO — TIME LORD TARDIS key The key to the Doctor’s TARDIS is molecularly coded so that only the Doctor or recognized companions can unlock the door. a key element in the power sources of many spaceships. Lethbridge Stewart was first encountered by the second Doctor. repetitive cycle of time. TARDIS toolbox Useful source of MacGuffins. that are essential to routine maintenance on the TARDIS. The only chance of breaking out occurs if the victims discover at which point they entered the time loop and can then devise a means of changing their actions. He is active in this role throughout the 1970s. The Time Lords use it to power type 40 TARDISes like the Doctor’s owing to its long life. silver car with curved. Time loop Time loops are temporal traps that keep their victims snared in a short. 121 . typically on a spaceship or planetary base. Time-space visualizer The time-space visualizer can look at any event in time and space. Switzerland. The Whomobile is a compact. laser cutters and probes. Each base is dependent on the good will of the host government. forewarning the TARDIS crew of imminent danger. magnetic clamps. The Doctor has to program the key so that new companions can use the key: the first Doctor is particularly reluctant to do so until he can trust his fellow travellers. 1980s and 1990s. Although nominally independent of each country’s government. Zyton 7 The prison planet Varos is the main source of Zyton 7. The TARDIS’s Zyton 7 has been exhausted only once in many centuries of time travel. Time corridor A time corridor is a two-way connection between one time and space and another. he would probably have a fully functioning TARDIS. If the Doctor knew how each one worked. Its headquarters is in Geneva.

DOCTOR WHO — TIME LORD PART FIVE The Never-Ending Script 122 .

is the one person in a game of TIME LORD who should read this book thoroughly at some time so he has a clear idea of the scope of the rules and how they work. however. because he controls characters that players can befriend and who help defeat the villains: it is difficult to be against someone who helps attain an objective! The referee’s part in a role-playing game is to maintain play balance and adjudicate players’ actions to get results that are consistent in the context of the DOCTOR WHO universe. simple machines Average human. the referee uses all these tools to become transparent to the action: in effect. a referee has to absorb a vast amount of information about the DOCTOR WHO universe as well as the rules that make the game possible. necessitating clear-thinking as well as bookkeeping skills. therefore. Geoff Capes Car. force field 123 Table 5B: Control (example Difficulties in italics) 0 1 2 3 Unco-ordinated. Imaginary worlds. It is important to realize that the referee is not against the players: he is as likely to help them as he is to set perplexing puzzles. The referee. random movements. referees have different styles. and it is usually his enthusiasm that encourages other people to play in his games. walk. And he also needs to keep track of the fate and actions of everyone on an adventure. He. Experienced role-players also often choose their referee this way. will have had the greatest opportunity to study the rules and should have a good grasp of the basic mechanics.DOCTOR WHO — TIME LORD HOW TO BE A REFEREE No role-playing game really ticks without the presence of a referee. hold object Barely controlled movement. Cyberman Lorry. it makes sense for the owner of the rules to be the referee. it is the referee who reacts to their actions and maintains the feeling of suspension of disbelief. use basic tools. Players depend on him for scenesetting information in the same way as they might absorb such details from a film or the computer-generated graphics of a virtual reality. what one deems suitable for his players may be too tame or too excessive for another referee. He is the person that gives players the initial push into an adventure. are difficult to maintain. He also has to learn how to describe scenes and people graphically so that they come alive. he is the means by which players enter another universe. Ideally. For a start. He is the person who believes it would be entertaining to run a game using a particular set of rules. therefore. play notes on a musical . awkward. Any referee should encourage this: it adds to the variety of the game and gives the referee a chance to play a character! Even within the same group. one of the players may want to take a turn at being referee. clap hands. for the person who buys a new set of rules is the one most likely to want to get a game started. after all. His other tools are imagination. whoever owns the copy of TIME LORD should be the referee. WHO SHOULD BE REFEREE? The referee is commonly chosen by default whenever anyone plays a new role-playing game: he is usually the owner of the rule book. because he has an idea for an adventure. Until the players themselves obtain copies of the TIME LORD. TIME LORD is just one of his tools: it provides a set of physical laws as well as background information that is consistent with those laws. that in a group of novices. and it takes time for a novice referee to develop all the skills that will ensure his players feel they are entering a different time and space. It is suggested that a different incarnation of the Doctor and other companions to the ones played under the control of the first referee be used to retain continuity in each referee’s universe. bulldozer. Table 5A: Strength (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 No strength at all Small rodent Child Average adult Strong adult Human maximum. flexibility and storytelling. form letters Clumsy. It is suggested. In some ways the referee is also part of the group. and even offers them help when they get stuck. adjusts to their whims and actions. use simple vehicle such as a car. however. hydraulic press Jet aircraft Spaceship Gravitron. if they do something within the world that the referee has described. After one or two adventures.

use simple vehicle such as a car. master watchmaker. as referee you have the right to change it. they are certainly not privy 3 Average adult to the scheming or skills of their opponents. force action for their cue. use basic tools. The first method encourages a relaxed atmosphere. Either way. cut gems Human maximum. a referee’s decision. While running the game. A mature player will accept.DOCTOR WHO — TIME LORD RULES. hydraulicbest is a matter of personal preference. if you Table 5A: Strength (example Difficulties in italics) feel they are too weak. Any effect that is deliberately intended to make players feel uncomfortable should be carefully considered and handled. Here he can organize the running of 8 Jet is needed for the rule book. ninja. scrap paper as well as notes on characters and the the game: table space aircraft adventure in progress. walk tight rope. too. is a minor form of rule-changing: you 0 may need to invent No strength at all rules to cover special situations or bend ones to simulate a different effect. form letters Clumsy. TIME LORD is designed to be generally consistent with the background. Some groups split up around a room and slump in armchairs. walk. No matter how much a player whines or argues. 4 Strong adult 5 Human GETTING ORGANIZED maximum. ideally with a table for his own use. always use the principle of beat the difference when rolling the dice. It is the realm where science fiction becomes science fact. the second concentrates the players’ minds Lorry. operate complex vehicle such as a helicopter. If a player ups and leaves. play musical instrument well Very nimble-fingered. athlete. 1 Small rodent One rule that cannot be broken is that the referee’s word is law. fine. above human average. If something does not seem right. bulldozer. swing from trapeze Comic book superhero Raston robot Divine powers Divine powers 124 . Geoff Capes There is no set way of playing a role-playing game. dice. lower their Armour. however.scenesfield controlled by the referee takes place there without the main players’ Table 5B: Control (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unco-ordinated. therefore. Which one is press 7 should sit slightly apart from the players. time paradoxes and natural phenomena as well as the demands of television magic mean that not everything in the game may behave exactly as expected on twentieth century Earth. for example. in which rivers of fluid ice course through the cores of planets. the refereeChildthe final say. The Cybermen detailed in Part Four. 9 Spaceship The referee’s table is like the backstage area of a play: events and referee characters are waiting in the wings 10 Gravitron. random movements. they are likely to become disoriented and argumentative. Whatever you do. can be broken. virtuoso musician. although it is vital at times to make players believe or have faith in an adventure or the referee. are those from the time of The Moonbase and Tomb of the Cybermen: if you want wimpy Cybermen. although he may not agree with. but it cannot simulate every effect simply because the background contradicts itself. simple machines Average human. Tweaking abilities. the referee on the game. Players feel comfortable when reality behaves as expected. 6 Car. the nature of alien intelligences. do not expect results to be realistic but consistent with the general laws of the DOCTOR WHO universe. hold object Barely controlled movement. clap hands. play notes on a musical instrument Skilful. Cyberman others prefer to sit round a table. when it does not. DOCTOR WHO is a setting in which elite soldiers can fire at point blank range and miss. and behind-the. awkward. concert musician. and in which villains who certainly died in a previous adventure resurface to menace characters again. Although the physical laws of the DOCTOR WHO universe are broadly similar to those of our own world. Realism is a tool that to a degree can be dispensed with. The rules. Notes that the players should not see can be kept handy yet away from their eyes. increase their Strength. REALITY AND REALISM TIME LORD is simply a set of rules that have been designed to give an effect: they aim to simulate the reality of the DOCTOR WHO television series. juggle. you are probably better off without him: has 2 players often do not know the full story when they perceive a referee’s ruling as unfair. crack a safe.

or whatever. Tell the players how they feel as they breathe in fresh. The referee’s sense of game balance is important here: appropriate values are relative to the player characters’ abilities. gas particle 125 Table 5D: Weight (example Difficulties in italics) 0 1 2 3 Up to 10 grams. By the bare statistics that are the character’s abilities. hairline crack Molecule. A villain who cannot be swayed from the path of injustice should have Determination two or three points higher than the average player character’s ability. If players enter a new environment — whether it is a spaceship. and their players should not know what the others are up to or what happened until everyone meets up again. screwdriver Up to 6 kilograms. warehouse Elephant. horse. wide door. mousehole. book. hamster. If characters do become separated. BRINGING THE GAME ALIVE How much the referee puts into an adventure to an extent affects how much the players get out of it. or when they are used in an adventure. Tyrannosaurus Rex. airliner. using the rule book or a cupped hand to obscure the dice from the players’ view. When such characters are created. small doorway Small child. By drawing on storytelling skills and powers of description. baby. It is inevitable that characters will become separated during the course of an adventure. yacht. typical area. players will feel their characters are dealing with other people. width of a country lane Large human. baby. Players will use this information to imagine what the alien world they have landed on looks like. describe the mood of the sea and the effect the two suns. Cybermat. for example. if it is eerily silent. wide corridor Small human. rowing boat. Dalek eyestalk. road width. ventilation duct. almost weightless. By giving players comparative descriptions to similar sights. There should also be somewhere. average dog. bar of lead.DOCTOR WHO — TIME LORD knowledge. Referee characters for an adventure are easy to create: just give them the values that are appropriate for each ability. chimney flue Cat. Exceptionally good roleplayers can be trusted to observe events they are not involved in because they will not use such information to advantage. small adult . bag of shopping Up to 40 kilograms. and let them know it burns their throats if it contains hints of acid. that the referee can take players who are away from the main action or whose actions need to be carried out in secret. REFEREE CHARACTERS Characters controlled by the referee both provide information for the player characters and give the referee the chance to role-play. salt-laden air. it is possible to create a picture of an alien environment. particle of powder. Dice rolls that players should not know the results of should be made here. large dog. have on the water’s surface. cow. flea Up to 1 kilogram. Ice Warrior. plughole Gnat. It does not take much acting talent to make a referee character more than two-dimensional. put a few notes about their behaviour and quirks of personality. whale. flea. the referee can make the TIME LORD universe come alive. it will also help them role-play their characters through the suspension of disbelief. large spider. His weak abilities should be equal to or less than the Table 5C: Size (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Palace. aircraft hangar. If the TARDIS lands on a beach at the foot of a cliff. cat flap. try to give each one a different personality. crack in masonry or woodwork Speck of dust. log cabin. If there are sea birds or other forms of life. such as a separate room. let the players know. small dog. hamster. gnat. brontosaurus. which helps to increase the players’ involvement in the game: instead of feeling that they are dealing with the referee. sounds and smells on Earth. Give them an idea of the steepness and climbability of the cliff. Those characters that take a dominant role should be more thoroughly detailed so that they can be played consistently from game session to game session. lapdog. rat. room Car. the nature of the rock and its colours. Dalek. large dog. Referee characters that are role-played well develop personalities and become believable. a planet or even just another room in a complex — it is the referee’s description that they rely on for information before they act. child. trawler. convey this information too. Cyberman. and tell them any observer might normally take for granted. remember to deal with all the players equally: it can be boring and frustrating for players to be left on their own for long. just effort on the part of the referee. ajar door Mouse.

trawler. to be used when 9 immediately obvious equivalent to whatever is being attempted. The culties that a character’s Strength spider. Table 5C: Size (example Difficulties in italics) DIFFICULTIES 0 Palace. This ensures that 10 Molecule. to overcome an 6 Cat. each player hasarea. The entire adventure turns into a race against time. and then it is best done through the actions of friendly or hostile referee characters. average dog. are working to a schedule to explode a neutron bomb at the centre of the Earth. cow. if the players are in the wrong place at the wrong time. as characters. 1 Elephant. adult. wide door. rat. along with the principle of beat the differ8 Gnat. Rolling the at what they attempt so horse. rowing boat. rhino. crack in masonry or woodwork ence. warehouse Picking the right difficulty forbrontosaurus. If the Daleks. spaceship. airliner Up to 2. motorcycle Up to 4 tonnes. The result is quite independent of the players’ actions unless they are trying to abort the explosion. large dog. planet 126 . plughole Difficulties And Abilities Tables give descriptions and examples of the numeric values of each ability: these tables. will have to roll the dice to succeed. hod of bricks Up to 600 kilograms. the players will feel that they have had too little of a challenge. lapdog. Dalek eyestalk. the nature of a plot forces the referee to intervene. aircraft carrier More than 2. Sometimes.000 tonnes. and it is when some or all of the characters have a chance of failure that the 3 Large human. baby. small or at times generated to good effect. room and they may be deterred from ever playing again. gas particle most characters. most elephants Up to 30 tonnes. screwdriver Up to 6 kilograms. chimney flue adventure. child. small adult Up to 125 kilograms. particle of difficulty. ajar door object’s Strength to break it. however. Cybermat. form the backbone of the rules system. and to overcome its Weight to lift it. car. you merely react to what they do and tell them what they find or what happens to them. wide the right game system generates excitement: players sometimes will the dice to produce corridor numbers! 4Difficulties should be chosen so largethe dice are rolled at tense moments. baby. Tyrannosaurus Rex. It will enable you to develop your role as a responsive storyteller. log cabin. The default is a difficulty of 5. gnat. Ice Warrior. the referee uses the number of research turns that have passed to determine when the Daleks’ next move will be made. almost weightless. brontosaurus. flea. Of course. to go their own way without being channelled in a particular direction by the referee. The object’s Strength or Weight provide the diffi7 Mouse. hairline crack the tables seem confusing or have no can also dust. RUNNING ADVENTURES The simplest way to run an adventure is to set the scene and let the players get on with it: as referee. If you make an adventure too easy. The game system is intended to remove mundane rolls so they do not intrude on an 5 Small child. Table 5D: Weight (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Up to 10 grams. you should not impose your wishes on the players: they should feel free. space station. a character to beat is airliner. cat flap. mousehole. road width. one of the keys to a successful game of TIME LORD. van. Cyberman. lorry. large must overcome to affect it. Dalek. small aircraft Up to 250 tonnes. which adds an edge of excitement to proceedings. much of what happens will pass unnoticed until it is almost too late! Keep all your notes at hand. Novice referees Speck ofresort to a default powder. make it too hard. that dog. bar of lead. doorway where tension can be Small human. for example. yacht. Ideally. bag of shopping Up to 40 kilograms. typical a feeling that a character is 2 dice creates a feeling of tension. hamster. ventilation duct. and you should be able to run an adventure smoothly and with the minimum intrusion of the mechanics into the story line. whose abilities typically range from 3 to 5. Look at the abilities given to villains and aliens in Part Four for guidelines on the level of abilities. TIME LORD deliberately allows characters that are good enough to succeed Car.000 tonnes. book.DOCTOR WHO — TIME LORD corresponding abilities of player characters. flea Up to 1 kilogram. whale. Abilities automatically generate corresponding difficulties: Strength is used. small dog. aircraft hangar. for example. Cyberman. width ofhiscountry lanecompetent. You are there to oversee what the players do to solve the mystery you have set them. and the referee often has to interrupt what the players are doing with other events. hamster. Only when it becomes apparent that the players are genuinely stuck should it be necessary to intervene.

move in time to rhythm. biochemical nanocomputers. understand advanced 20th century research. biochemical implants Future human knowledge. nuclear reactor Human maximum in the 20th century. use of light aircraft. jet aircraft Up to 25. read and write fluently. basic speech. genetic engineering. jump over matchbox Up to 3 km/h. very superstitious. seeks out principles behind phenomena. open to reasoned argument. bow. use of winch. spaceships. acts in response to basic urges Animal instincts. crawl. average human. understand the subtleties of TIme Lord science. jump over tea chest Up to 25 km/h. pikestaff Capable of speech. interstellar navigation. race horse. astounding feats of memory. helicopter.000 km/h (air speed record). gun Basic reading and writing. easy terrain. turn. dance pleasingly. use of plough. bicycle. light aircraft Up to 3.000 km/h. rockets. food mixer. understand future science. radio. racing bike. basic reading and writing. Dalek. TARDISes Alien intelligences. use of jet aircraft. typewriter Read and write fluently. religious and social prejudices.DOCTOR WHO — TIME LORD Table 5E: Move (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unable to move Up to 1. spaceship Practically instantaneous travel. jump over 2 metre fence Up to 110 km/h.000 km/h (less than Earth escape velocity). poetic speech. sceptical but has faith in politics and/or science. social and political prejudices. injured or elderly human. use of simple machines. limping. mini universes Time Lord knowledge at its peak (in Rassilon's time). potter's wheel. use of basic mechanisms. missile Up to 200. use of force fields. jump over shoe box Up to 8 km/h. transmats. rocket sled. ordinary horse. understand the principles of any manufactured thing The White and Black Guardians. build time machines. electron microscope Educated to graduate level. use of robots. athlete. cheetah. understand an academic treatise. dance at Nureyev's standard. cybernetics. moped. knows folklore and legend. barely able to move. Cyberman. car. understand the meaning of the universe 5 6 7 8 9 10 127 .5 km/h. understand basics of Time Lord science. use of car. peasant skills. some grasp of all areas of human knowledge. genius. transmat Table 5F: Knowledge (example Difficulties in italics) 0 1 2 3 4 Brainless. emotions. far future knowledge. downhill skier Up to 550 km/h (speed of sound). lathe. obstructed terrain. motorbike. computer.

zombie. Cybermen Increasingly immune to biochemical mood changers.DOCTOR WHO — TIME LORD Table 5G: Determination (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Mindless slave. can be a real rogue. endearing. Daleks Beyond human limits. drugs and physical pain. embarrassed about tipping. pig-headed. obsessive. socially skilful. can spot obvious con tricks. can get away with a few small fibs but always caught out in a big deception. can keep a secret unless drugged or tortured. suspicious of most people Human maximum. Omega in the Doctor's time Table 5H: Awareness (example Difficulties in italics) 0 1 2 Unnoticeable. can obtain information by bribery or cajoling. chameleon-like appearance changes. a laughing stock Neither likeable nor pleasant to behold. repulsive. robot Subservient. even able to survive destruction of the physical body. even mini-universes. little resistance to intimidation Average human. obstinate. Daleks. persuasive manner. intuitive A head-turner and stopper of all conversation. fails to spot things until they are very obvious Able to lie convincingly at times. regarded as inanimate. treated as an object Disagreeable. yearns for leadership Easily led. oblivious to most persuasion. striking appearance. will not break under torture but affected by truth drugs. a good talker. Cybermen. resents being order about unless it is done persuasively. a natural actor and orator. generally has good fortune. a professional poker player. likeable. easily deceived. boring and humourless. overpays when bribing. paranoid or has a highly developed moral code. able to hypnotize at will. cannot communicate. machines for mental control Alien intelligences Reserved for dominating alien lifeforms and zombifying brain parasites Divine powers 3 4 5 6 7 8 9 10 128 . mind transference machines. unperceptive. totally gullible. silver-tongued. could sell his grandmother. lacking in social skills. able to shapechange or transfer mind elsewhere. automaton. sometimes gets excess change when buying groceries but loses money whenever he sells his car. dreary company. a leader of other men As 6 but with real power. uncomprehending of social signals Average human. As 8 Able to exert will to create matter. sceptical.. charismatic.. picks up vibes Gets away with murder. can keep a secret unless drunk Determined. difficult to distract or hypnotize Very single-minded. able to control and corrupt humans. always looks shifty.

a character’s resistance to persuasion should be increased if he disagrees with another person’s opinion. if it sounds wrong his action should be penalized with a higher difficulty. Table 6A: General Difficulty modifiers Chances of success are Virtually nil Almost impossible Unlikely Evens Likely Almost certain A certainty Opponent’s views are Opposite Largely opposite Partly opposite Neutral Slightly similar Largely similar In accord Difficulty modifier +3 +2 +1 0 –1 –2 –3 Table 6B: Combat situation modifiers Combat situation Attacker surprises opponent or takes opponent unawares Attacker cannot see Attacker partly blinded Fog or moonlit night Night Attacker stunned 1 or disoriented Underwater. It is quite possible for a referee to run a game using only the default difficulty of 5. adjusting it as he sees fit using the general modifiers. largely based on the referee’s gut feeling. Other modifiers reflect special situations. A character leaping from concealment to attack an enemy should get a bonus for taking his opponent by surprise. counts as terrain of difficulty 3. for example. and to move across it into an area of flat ground counts as a total difficulty of 4. although those that affect vision. General modifiers are listed in the Modifiers Table — in effect they can increase or decrease a difficulty by 1 to 3. using Control and the Leaping special ability. similarly. unless this is creature’s natural environment Gun with telescopic or laser sights 1 See 2 Difficulty modifier –2 +3 +1 +1 an area +2 an area +1 +1 –1 every two complete areas2 Appendix 2 Sights in effect reduce the difficulty due to range 129 . These modifiers are particularly relevant to negotiations and arguments between characters and referee characters. A player can elect to use Move to cross it in one action turn and keep moving. also affect other situations. the difficulty should be lower. use the one that is most relevant to the stated actions. the difficulty tables can give only an approximate value given the different circumstances in which the players can find themselves. as his action for the turn. if it sounds right. Most special modifiers affect combat.DOCTOR WHO — TIME LORD Whenever more than one ability seems appropriate to a task. The way a player may want his character to achieve something might sound cackhanded or be a brilliantly elegant solution. for example. a character partly blinded by mist should receive a penalty. Modifiers At best. A one-area wide chasm. or leap across it.

These values can also be adjusted using the general modifiers: if the rockfall consisted of heavy boulders. preparing traps. cannot be moved in one action turn: it takes many research turns of effort to clear. the difficulty might increase by 2 because no lifting gear is available. A rough guide to the number of research turns needed to complete a task is given in the Research Table along with some example difficulties. RESEARCH TURNS Tasks such as building or repairing equipment. for example. however. operating at Determination 6. The time in research turns required to complete a task depends on the scale of the project. machinery or MacGuffins. the difficulty might increase by 1 because no scoops or shovels were to hand. They can try to complete these tasks in less time but at a higher difficulty. researching viruses and so on are assigned difficulties appropriate to the length of time needed for completion. and characters may need to complete a task in less time than the basic amount. would be Difficulty 6 plus a general modifier of 2 because it attacks a specific immunity. Repairs to electronic circuits might take anything from 1 to 20 research turns. The Doctor needs to modify a 20th century transistor radio to transmit an SOS. so a difficulty of 4 would be appropriate to build a 20th century Earth radio. The time taken is until 1-12 research turns before they are needed. The difficulty. Hurried research Time is often of the essence when trying to defeat an alien menace or finding cures for diseases or viruses. and the referee decides it will take 12 research turns (3 hours) to find the parts and make the adjustments. if it consisted of gravel. And the six tonne rockfall has a difficulty of 7 to shift based purely on Weight. building circuits from scratch might take 20 to 100 research turns.DOCTOR WHO — TIME LORD Table 7: Research Task Difficulty Time needed 4-12 turns 12-48 turns Repair a watch. Players may well choose to do so if their characters are clearly capable of 130 . The difficulty is 4. A rockfall consisting of six tonnes of rubble. electronic 4 circuit or mechanical part Build a small electronic or mechanical item from available parts Build a small electronic or mechanical item from scratch Repair a jet engine Build a MacGuffin Repair minor TARDIS fault Rebuild TARDIS circuit Repair TARDIS chameleon circuit Analyse virus or poison Analyse alien virus Move 1 tonne of rock Set explosive charge 1 4 4 5 special1 8 8 10 6 8 6 6 100-650 turns 12-96 turns special2 12-48 turns 12-96 turns a lifetime 48-200 turns 48-200 turns 12-24 turns 1-8 turns The difficulty of building a MacGuffin depends on its power. 2 MacGuffins are prepared for the right moment. radio. shifting rubble. a jet engine would be difficulty 5. obtained from the Knowledge required to understand the technology. Knowledge gives appropriate difficulties for technology. can be assigned according to the difficulty tables. One to induce fear in Cybermen. And particularly advanced or an unfamiliar jet engine might warrant an increase in difficulty of 1 or 2.

a character can make a task easier by spending more time on a project these difficulties are also given. That way the player does not know whether his character has succeeded or failed until he uses equipment: the result of failed manual labour. every 10% reduction or increase in the time spent respectively adds one to or subtracts one from the difficulty. however. which he will certainly beat. Incredibly. if the Doctor hurried his work the dice would be rolled only after six turns had passed. so the player opts to modify the radio in less time at a greater difficulty. the character must start again. MacGuffins cannot be tested: they either work or they don’t and the only way to find out is to use them against their intended targets. As referee you should make a feature out of failure. The Doctor urgently needs to send his distress signal. He now needs to beat a difference of 1 to modify the radio in 6 turns. and instead picks up the sounds of wonderful Big L. The time required. a total ability of 8. the Doctor fails to modify the radio. He starts again. In effect. and failure provides a chance to increase tension and develop atmos- 131 . Conversely. Although it is possible to test electronic components. making a total difficulty of 7. but the referee lowers the difficulty by 2 to 2. will be apparent. Electronic circuits that have been built incorrectly have probably fused in sparks and a puff of smoke. This is reflected by reducing the difficulty using the general modifiers but keeping the same base time. The Hurried Research Table shows the increases to the difficulty according to the amount of time spent on a task. In the examples. The Doctor again chooses to cut the time required by 50%. accomplishing a task within the normal limits — their abilities are higher than the difficulty. Because the Doctor has Knowledge 6 and Electronics 2. increasing the difficulty by 5 to 9. and for this reason it is best if the dice are rolled by the player but the result seen by only the referee. but if that too fails to work. the dice are rolled only after the required number of research turns has passed. The Doctor decides he can complete modifications to the radio in 50% of the time. however. the player knows he can easily modify the radio in 12 turns and be certain of success. however. Bench-thumping is the one ability that can be used to compensate for failure. the time required stays at 12 turns. players can again opt to hurry. will have changed as the character has made some headway.DOCTOR WHO — TIME LORD Table 8: Hurried research Percentage of required time 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150% Difficulty modifier +5 +4 +3 +2 +1 0 –1 –2 –3 –4 –5 Example: trying to complete a task in 60% of the time would increase the Difficulty by 4. Failure Inevitably characters will fail at some research turn tasks. Whether a character hurries research turn activities or not.

need not always cut a hole big enough for an entire body to walk through. The resistance is the difficulty that must be beaten to cut a 10 centimetres long. however. 1 centimetre wide and 1 centimetre deep hole in that material — a volume of 10 cubic centimetres. it may be sufficient to cut a small hole big enough for a arm to poke through and reactivate a locking mechanism or turn a key.DOCTOR WHO — TIME LORD phere. It doesn’t really matter if the players’ hopes rested on building a MacGuffin that would stop an invasion fleet of Cybermen: if it cannot be built in time they must improvise! CUTTING TOOLS Few classic chases in DOCTOR WHO are complete without the Doctor fusing or locking a door. forcing his pursuers to use cutting equipment to continue the chase while the Doctor makes good his escape — or at least stumbles freely into a carefully prepared trap. Humanoids. Any material’s resistance to cutting tools is given by its Strength: typical Strengths are given in the Materials Resistance Table. too. In essence. How the pursuers deal with obstacles depends on the value of nearby equipment: cutting tools are slower but safer than explosives. it is Table 9: Materials resistance Material Plaster Plastic Wood Brick Concrete Soft metal Hard metal Armour plate Strength 2 2 3 4 4 5 6 7 Table 10: Cutting tools Tool Cutting disc Cutting torch Diamond power drill Diamond wire saw Thermic lance Cutting tools: blasters Tool Cybergun Dalek gun Earth laser Ice Warrior gun Ice Warrior sonic cannon Sea Devil heat gun Silurian heat ray Cutting capability None None None Fair Good Good Good 132 Cutting power 0 0 0 4 6 6 6 Cutting capability Fair Good Good Fair Excellent Cutting power 4 6 5 3 8 .

Each one inflicts its Cutting Power on an object in much the same way that weapons inflict Wounds in combat. such as difficulty 6 for a hard metal door. as given in the Materials Resistance Table. that area is damaged. Instead of rolling the dice each action turn during the 35 turns needed to cut through the door. would usually be able to progress at 10 centimetres an action turn through a typical 1 centimetre thick hard metal door (difficulty 6) of a Dalek city. the referee can simply rule whether a charge has been placed accurately and whether it does what it is supposed to do. if it is the third attempt. if he succeeded. To cut a Dalekshaped hole from the base of the door along three sides would require about 350 centimetres to be cut. if a number of Wounds greater than twice the material’s Strength are inflicted. thermic lances and mechanical cutters. An explosive charge must be placed well to have maximum effect. While the player characters are on the other side of a door which is slowly being cut through. Materials resist explosives using their Strength. the difficulty remains that of the material. And by hurrying the cutting procedure. reduce the difficulty by 2. A Dalek cutting torch. however. The cutters can opt to hurry or prolong the cutting time to respectively increase or decrease the difficulty: use the modifiers given in the Hurried Research Table. but which need careful handling. A further attempt can be made to cut through after the cause of failure has been established. Cybermen and other ruthlessly efficient. Different types of explosives are listed in the Explosives Table. the cutter advances 10 cubic centimetres through it.DOCTOR WHO — TIME LORD based on the difficulty of making a 10 centimetre cut through a typical metal door in a futuristic city. More fallible species may rush a job or just be incompetent. Wounds 6. Failure Daleks. In contrast. counting as almost certain and decreasing the difficulty by 2. Each turn the referee would roll to beat a difference of 0. that object is destroyed. modified according to any weak points. Or perhaps the material has proved particularly resistant and progress has been slower than expected. If the Wounds inflicted by the explosives overcome a material’s resistance. blasters that use heat or sonic energy. In the course of a TIME LORD adventure. Like failure on research turn tasks failure cutting through obstacles should be made a feature of the game. There are three basic specialized cutting tools: cutting torches. Failure means the cutting tool has run out of fuel or energy. the referee elects to roll the dice only after 35 turns of cutting have passed: the cutting tool inflicts 6 Wounds against the material’s Strength of 6 and would cut through the door after this time if the referee rolls the dice and beats a difference of 0. A totally smooth object with no defects would increase the difficulty by 2 because there is no obvious spot to put the charge — it counts as an almost impossible task on the general modifiers table. reduce the difficulty by 1. 133 . only the Doctor and his companion Ace are ever likely to want to use explosives: most of the times that referee characters use them. such as those carried by Sea Devils or Ice Warriors. EXPLOSIVES Small charges of explosives are effective both at blowing up objects and blowing up people. The difficulty is reduced to allow for any headway made during previous attempts: if it is the second attempt. the uncertainty is increased about the amount of time the players have to plan or escape. the Dalek would cut a further 10 centimetres through the door. In addition. They are area weapons with potentially enormous destructive power. although the Daleks can replace their guns with cutting torches. large charges take 1 to 8 research turns. Small charges of explosives can be placed in one action turn. Species such as the Daleks and Cybermen. a craggy object riddled with faults or crevices would be easy to place a charge on. this value is the resistance of one area of that material to explosives. however. can be used to a greater or lesser extent as cutting tools. but this value is used to overcome the resistance of the material. divide the volume to be cut by 10 to get the number of action turns needed to complete the task. in the case of a mechanical tool it has been blunted or has broken. need dedicated cutters and cannot use their blasters as cutting tools. cannot be reduced below 1. Explosives inflict Wounds on objects in the same way that weapons inflict Wounds on characters. taking about 35 action turns. Instead of rolling each turn to determine the cutter’s progress. calculating alien species do not permit failure and will usually work to safe cutting schedules that ensure success. The difficulty of placing a charge is 5. The capabilities of each type of cutting tool are detailed in the Cutting Tools Table. Because cutting is such a slow process it can be treated like a research turn activity. If the cutting tool beats the difference between its cutting ability and the Strength of the material. remember to remind them of their pursuer’s progress while they work out their next move. The difficulty.

The dice. given in the Explosives Ranges Table. might not be enough to blow open a Dalek. bundle of four sticks Gunpowder. protected by Armour 9. it will go off prematurely. Failure If a character fails to place a charge accurately. Rather than use the dice to determine the outcome of arguments or oratory between player characters. one stick Dynamite. She bundles four cans together with sticky tape. one can Plastic explosive. sneaks up behind the Dalek and tapes the charge to its shell. The Wounds inflicted by explosives can be increased by increasing the explosive charge. should be used to determine the 134 . and are virtually guaranteed of blowing up the Dalek. The four cans of nitro-nine will inflict 9 Wounds. however. the nitro-nine would inflict 8 Wounds. half Wounds. Wounds 7. or go off in the wrong place and fail to destroy the object. not go off at all. halving the amount of explosive reduces the Wounds inflicted by 1. Whichever result is most dramatically appropriate should be used so that failure forces the players to reappraise their situation and perhaps try another route. HYPNOTISM AND NEGOTIATION Changing someone’s opinion by force or by persuasion is not as simply as making a straightforward dice roll to beat the difference. small Dalekanium bomb Dynamite. full Wounds are inflicted on any object or person in that zone. The zones are the range over which an explosive has effect. Doubling the amount of explosive increases the Wounds inflicted by 1. If she used only two or three cans. A primary zone of 0 and a secondary zone of 1 means the explosive detonates at full effect in its area and a half effect 1 area away. similarly. one keg Nitro-nine. especially if it takes place between two player characters. Ace decides that one can of nitro-nine. are inflicted on any person or object in the secondary zone of effect. In the primary zone of effect. allow the players to play their roles in an attempt to bring an opponent round to their way of thinking. one kilogram Table 12: Explosives ranges Maximum Wounds inflicted 1–4 5–8 9–12 13–16 17–20 21–24 Primary zone (areas) 0 0 0–1 0–1 0–1 0–2 Secondary zone (areas) none 1 2 2–3 2–4 3–4 Wounds inflicted 10 10 4 6 6 7 6 All explosives have a primary zone of effect and a secondary zone of effect. Similarly a primary zone of 0—1 and a secondary zone of 2—3 means the explosive has full effect up to one area away from the centre of explosion and half effect from 2 to 3 areas away. rounded up.DOCTOR WHO — TIME LORD Table 11: Explosives Type of charge Cyberbomb.

There is a subtle distinction between Awareness and Determination in negotiations. The modifiers should also be used for hypnotism: someone who is set against the Master’s will is more able to resist him. Special abilities such as Bargaining.DOCTOR WHO — TIME LORD outcome of oratory and arguments which involve referee characters. is unlikely to have them radically changed by argument. Arguments are not always one-way attempts to change someone’s views: the other person may respond with counter arguments. They should also be used to determine the outcome of any attempt at hypnotism. for example. for example. Jo Grant. Indomitable Will and Independent Spirit increase a character’s ability to argue or resist domination or persuasion. in which case both roll the dice to determine whether they succeed in adjusting the other’s viewpoint. adjusting a character’s resistance according to whether he is opposed to or largely in accord with the arguments used against him. 135 . Awareness is the skill of persuasion by oratory and clever negotiation. however. And if both fail. no change results: either character should offer something fresh for negotiations to continue. Determination is the imposition of ideas by force of will.talking. If both characters succeed. Further attempts may reduce the difficulty or end up with one person’s viewpoint clearly established as the right course of action. Anyone with fixed views. although he might agree for convenience to follow some of its tenets. to convince a conservative businessman of the merits of communism. hypnotism and the like. each should adjust his argument towards the other’s. Awareness is used to resist persuasion and smooth. Determination is used to resist orders. It would be difficult. Similarly. the other should adjust his opinion or is convinced of the merits of the argument. Any attempt at negotiation or hypnotism should take into account the general difficulty modifiers. If only one succeeds. after the Master initially succeeded in hypnotizing her managed to resist further attempts.

(The Daemons. The less you write. As long as you know who is doing what. The Crusade.) Altering history Whether as a malicious action or prank. (Galaxy Four. some of which may continue well into the next adventure or provide the springboard for it. For this reason it is best never to follow an existing story too closely: change the plot devices. Or the archenemy is manipulating the resources of a planet or its people to gain power. and the more able it is to adjust to the players’ approach and desires. The Edge of Destruction.) Beauty and the beast Foul is fair and fair is foul — the Doctor must determine whether things are as they seem. forces from the dawn of time are released or unleashed by innocents or the Doctor’s enemies. but not change the course of history as they know it. In italics after each of the themes that follows are examples of stories that use the theme: by referring to the novelization or programme you can see how the idea was used.) Chase Either the Doctor or someone he encounters is pursued by a deadly enemy who seeks to capture or kill his foe.) Archenemy One of the Doctor’s enemies. The Time Warrior. (The Meddling Monk.) Environmental action Negligence of the environment through careless disposal of chemicals creates man’s nemesis. The Claws of Axos. is up to no good and has laid a trap for the Doctor to stumble into. RECURRENT THEMES Alien menace Tentacled. (The Green Death. galaxy or universe will result if they are not contained. The Curse of Fenric. many situations can be improvised. The Chase. you will need to create your own adventures.DOCTOR WHO — TIME LORD HOW TO INVENT ADVENTURES Once you have played The Curse of the Cyclops. there are plenty to be adapted from DOCTOR WHO novelizations or even unrelated films and books on subjects as diverse as science fiction and Shakespeare. typically the Master or the Rani.) Ancient powers Accidentally or deliberately. This is not as daunting as it may sound: an involving and interesting TIME LORD adventure needs only the rudiments of an exciting plot. Planet of Evil. thrillers and historical drama: all these styles and more can be used as the basis for adventures. yet most times they are reworked with new aliens or settings to make them unique. comedy. The Doctor must live by his wits to survive and to find out the source of the irregularity. the motives of some of the characters. (The Reign of Terror. the more flexible the adventure can be. A rough idea of the plot can be sufficient to run a game. Destruction of the planet.) Historic adventure The Doctor and companions take part in historic events knowing that they can observe and advise.) A world gone mad Reality is overturned and nothing is as it seems. Logopolis. (The Mind Robber. Many themes recur throughout DOCTOR WHO. bringing technological advances many centuries earlier than they would have ordinarily have been discovered. A stock source of UNIT stories. when they are doing it and why they are doing it. DOCTOR WHO is a universe where space opera mingles with horror. if you cannot think of one. Even combine elements of plots so that one or more plots run alongside the main story line. (Time and the Rani. the adventure at the end of this part of TIME LORD. Plots adapted from books or films have a disadvantage in that one or more of the players may recognize the initial source and be wise to the outcome. blobby green creatures from the near side of beyond infinity terrorize Earth. Your own imagination is by far the best source of a plot because the story line will be unique. and even add or remove scenes. The Mutants. (Spearhead from Space. (Delta and the Bannermen. time travellers attempt to alter history for the better.) 136 .

The Face of Evil. inexperienced time travellers attempt to break the first and second laws of time and reverse history. intelligent species invade a planet to colonize it or to strip it of its resources.DOCTOR WHO — TIME LORD Intrigue Caught in a struggle for power between two or more factions.) Parallel universe Everything is the seemingly the same as the characters’ universe but is somehow different. (Frontios. (The Dalek Invasion of Earth. (Resurrection of the Daleks. The Web Planet. City of Death. whether through mistaken ideals or contempt for lesser mortals. 137 . (Invasion of the Dinosaurs. As alien intelligences or long dormant forces. (The War Machines. The Romans. Planet of Fire. even at the cost of genocide. (The Abominable Snowmen.) Invasion Calculating.) Technology gone wrong Advanced computers or robots begin to think for themselves and decide man is dispensable.) Whom gods destroy Once powerful beings try to escape imprisonment and restore themselves to true power and recognition in the eyes of their former equals.) Rightful rulers Species dispossessed of their rightful planet seek to regain it. Dragonfire. They help to provide the bones of a TIME LORD adventure. The Image of the Fendahl. the Doctor must fight a battle of wits to evade the wrath of everyone. (The Monster of Peladon. Science becomes the work of the gods. several can be used at once to great effect.) Things from another dimension Also known as things that man was not meant to know yet have none the less deigned to knock on the doors of human knowledge. (Inferno. (The Silurians.) Mistaken identity The Doctor arrives on a planet and is mistaken for an ambassador or a spy. The Invasion. creatures and events can be added. Roles are reversed and what may happen in one universe may or may not happen in its parallel one. these are creatures that have crossed or been brought across the dimensional barriers of the universe. The Robots of Death. They must be stopped before mankind is destroyed or forever enslaved. The Three Doctors.) Quest Parts of an artefact are scattered across a planet or solar system and must be reunited to forestall an enemy or prevent a catastrophe. Earthshock. places. to which details of people. is shunned or is enshrined as law or procedure.) Survival A species or race reduced to its last numbers fights desperately for survival in a hostile environment. Robot. (Day of the Daleks. the Doctor and his companions must choose who is right and who deserves help. racism and bureaucracy among other subjects.) Traitor A seemingly dependable ally is in fact working for the enemy and reveals himself as a traitor by turning a weapon on the Doctor just as the Time Lord appears to have triumphed.) Mad scientists Morally superior scientists attempt to dominate humanity or create a better world. Intrigue can be the main element of a game or provide just part of it in the form of power struggles between dominant referee characters. The Web Planet. He plays out the charade until it suits his purpose to reveal the truth — which is sometimes never! (The Curse of Peladon. they dominate species and seek to take over their worlds.) Recurrent themes can form some or all of an adventure. big business. The Key to Time. (The Keys of Marinus.) Temporal paradox Companions and the Doctors meet themselves. (The Pyramids of Mars. And if no one faction is better than the other. Morals can be built in as well to deliver a message: DOCTOR WHO stories have attacked environmental negligence.

it is easiest to keep adventures on a small scale. the next event on the time line takes place. As the number of factions and areas to explore increase. in this case a shopping centre. deadly henchmen and hordes of inefficient extras with low abilities and a tendency to die at the hands of the Doctor’s capable allies. even surviving in time to say goodbye when the Doctor leaves. By noting and detailing the key locations and assigning difficulties (against Awareness) for travelling along any links without getting lost. Similarly. Time lines can cover periods of a few action turns. As you become more familiar with the way adventures work. starting from the villain’s first moves. but so little of it will actually be used in play. SCOPE Until you have a strong grasp of TIME LORD’s mechanics and have run a few basic adventures. environmental domes or within a small geographic area — one of the earliest DOCTOR WHO stories. usually after the Doctor has intervened. Autons and the like. through to the arrival of the Doctor. many villains work to a definite schedule in the execution of their plans. Cybermen. and restricts what the characters can do. It is also a good idea to include a few double agents or traitors. Most of the time strong villains will have one or two efficient. hold and cells of spaceships. and limits the number of antagonists. Roughly draw a network of areas over each location so that each one can be laid out quickly when the characters reach it and action has to take place. The Doctor also has a few referee characters who accompany and help him. The Edge of Destruction. not complicate it! TIME LINES Along with a plot. it is possible to avoid drawing too many maps. the scope of adventures can be broadened. MAPS AND DRAWINGS Even a scrappy map or drawing can help players envisage a location or object more clearly than a spoken description. Limiting the area over which play can take place makes it easier to prepare maps and details of places. so the odds of the characters going their own ways grows. A time line is simply a schedule of events. and even the TARDIS control room. They will work to their schedule. 138 . From simple adventures over a limited area. you need to decide which of the aliens or villains is responsible — it may even be more than one working in an uneasy alliance. The number of research turns he has to do this is limited by the time line. days or even weeks. some TIME LORD adventures need to have time lines worked out in advance. Also make a note of potential friends and neutrals. Daleks planning the invasion of a planet will have spent weeks organizing their attack. bypassing any difficulties and choosing different course of action where necessary. if there is a chase. Super-detailed plans of location are not essential. A referee should aim to simplify his bookkeeping. The set has only a few key locations in which all the action takes place. Before play you should draw sketch maps of key locations. they can become complicated political intrigues with much travelling between locations in the TARDIS or more primitive means of transport. Now is also the time to work out the factions involved: you need to have a clear idea of who is against who as well as who might be persuaded to team up with one faction to overcome another. and so on until the villain succeeds or is thwarted. the Doctor’s weak allies frequently tend to die from the blaster fire of Daleks. with the aim of both leaking information and throwing suspicion on the Doctor or his companions. detailing them by writing down their names and appropriate abilities and notes on personality. the characters run through a maze of similar-looking corridors or passageways. the Doctor would need to prevent the bomb exploding by taking appropriate action beforehand. Think of the limits of a DOCTOR WHO television set before sitting down to draw any maps. Similarly. It takes experience to handle several small groups of players while keeping each one occupied. several hours. the bridge. Early adventures should take place in the confines of spaceships. It can be worth drawing objects on the square notelets used to form areas to save time in play. The Templar Throne deliberately restricts the action to a limited area. In effect they are a countdown to action: if nothing happens to prevent it. such as buildings. restricted the action to the control room and sick bay of the TARDIS. laboratories. If the Cybermen had placed a bomb deep within the core of a planet with a set detonation time. the detonation time would be a point on that time line. You might like to draw the entire plan of a spaceship. castle or scientific complex just for reference.DOCTOR WHO — TIME LORD VILLAINS AND FRIENDS Once you have decided the rough nature of an adventure. right down to the timing of the first landing and the arrival of the main force. and then theoretically outlining the progress of the adventure.

When assembling all the elements of an adventure. But to do so is a mistake. should be flexible. and that means being able to improvise. While an adventure should include tasks that make use of certain characters’ special abilities. They will spot inconsistencies in the plot. it should not depend on a character succeeding. then do it. Players are unpredictable and will come up with all sorts of solutions the referee could never have envisaged while inventing an adventure. are there to make TIME LORD an enjoyable experience for yourself and your players. You. as referee.DOCTOR WHO — TIME LORD PUTTING IT ALL TOGETHER It is very tempting to take all the elements of an adventure and predetermine the parts the player characters are going to play. And they will resent being channelled along the way the referee has prepared for them. 139 . Minor events can go ahead regardless. If that means bending your rules or those of the game. too. steamrolling their way through shallow artifices. Time lines. there should be a way of overcoming the menace if the Doctor fails to build one or if the player believes there is a better solution. but potentially devastating events can be adjusted so that players have a chance to do something about them if they’ve been particularly slow or roundabout in their approach to the scenario. it is important to build in flexibility. If the referee has envisaged that the Doctor should build a MacGuffin to defeat an alien intelligence.

the seventh Doctor and Ace. There is no fixed time line to regulate when events occur in this adventure. Additional companions can be provided by using Alison from the appendices. The adventure is broken into three sections: Maps. Do not read any further if you are to take on the role of the Doctor or a companion: the information that follows is for the referee only. To a large extent. for example. Takes 2 research turns to travel along SCENE 3: THE VILLAGE SCENE 6: THE CHASE Jungle terrain difficulty is 2. broken into areas. It is set after The Chase. for it to take place further along the Doctor’s time line. the links and route the players take to each scene are not fixed. could conceivably tackle the adventure. The first provides detailed maps of locations. Think of each scene as an important part of a set in a typical Doctor Who story: the actions and decisions of the players decide when to switch to the next scene. Unlike a TV adventure. REFEREE’S NOTES Curse of the Cyclops is a free-form adventure that partly depends on the skill of the referee to improvise. the Daleks have plundered the universe for the tiniest trace of taranium in order to set a trap for their enemy. Friends and Felons details the referee characters that will help or confront the player characters. as well as a schematic diagram showing how each encounter area is linked with indications of terrain — an actual map of the island is unnecessary. By complicated analysis of the chronons in time-sensitized taranium. Scenes describes the main encounters that are likely. however. It is possible. 20 area chase in action turn time JUNGLE PATH Terrain difficulty 1 Takes 3 research turns to reach mines. Story line Frustrated by the Doctor’s meddling in their plans. there are no background scenes to fill in details for the viewers: the players know only what their characters experience. but difficulty 5 v Awareness to keep on path. Easy to follow SCENE 5: MINES SCENE 4: TEMPLE JUNGLE Terrain difficulty 2 Takes 4 research turns to reach temple 140 . Scenes. takes 2 research turns to reach temple. Curse of the Cyclops Map 1: Schematic View of Scene Links SCENE 1: BEACH & TARDIS SCENE 2: BEACH SURROUNDINGS CLIFF Terrain difficulty 2 per area SCENE 2F: JUNGLE PATH Terrain difficulty 1. It helps. and involves the First Doctor.DOCTOR WHO — TIME LORD CURSE OF THE CYCLOPS Curse of the Cyclops is a short adventure that players should be able to complete in one or two evenings. Encounters are broken into scenes that may or may not take place. the actions of the characters decide what happens next. Steven and Vicki. however. or by allowing players to create their own characters. and Friends and Felons . if the referee can imagine how the villains of the piece will be furthering their plans while the player characters execute theirs.

In the meantime. the water lies still and blue. the Daleks have been taken for Servitors of the Cyclops — a creature that has survived in legend from the earliest Earth colonists. leaving it to drown when the tide comes in. Out to sea.DOCTOR WHO — TIME LORD Dalek scientists have been able to predict a future time-space location of the Doctor: the island of Athenos on the planet Hellas. the Doctor heads through the jungle. through the settlers’ transition to ‘new Greeks’. and are willing to obey them. Inside the TARDIS. Each map for a scene is divided into areas if it is expected that detailed action needs to be resolved during a scene. Expected outcome The plot will probably unfold one way. takes off ready for the next adventure. or by posing as miners carrying the offerings. Map 3: the village prison. the Doctor waits long enough on the beach to lure the evil creature into quicksand: the fluoronic acid painfully incapacitates the creature. not a route along which the players should be channelled. The schematic map is deliberately vague: the characters are unlikely to map their progress through the jungle — captives are not going to be able to do so — and to an extent it isn’t important. confident that the Athenosians will bring any news of strangers to the high priest. Behind the time ship rises a steep but craggy cliff over which vines and creepers climb. finally repaired. The Dalek capsule. where they are briefly recognized and captured by the Daleks. MAPS Map 1: schematic view of links between scenes. Left with only the Red Dalek to defeat. pursued by surviving Daleks. The taranium was then exhausted to send a small Dalek time capsule and a suicide force to this location to set a trap to capture and eradicate the Time Lord. the Doctor can deduce that a thermal cutout has switched in and 141 . towards the TARDIS. arrived on Athenos some 50 years too early. especially if the Doctor or a companion fans them away. on the beach side of the reef. Either by hiding in the next offering of taranium ore. although this should be regarded as only a guideline. In the meantime the Daleks are waiting for the moment that the Doctor arrives. Wisps of smoke rise from the panels. Either he fixes the Daleks’ time engines and sets the craft in motion in a time loop. Most of the Daleks meet their doom falling over a cliff to their destruction. or he arranges for it to take off and explode safely out of the way of the planet Hellas. Examining the circuits in the control console. deduces that the Daleks are extracting taranium. who will then ‘commune with the gods’ to relay the information. A junior technician Dalek is currently doing all it can to get the capsule fully working. at the same time the Doctor and the remaining companions discover the dead body of Hynossos and are captured by an Athenosian patrol and taken to the village for judgment to be passed. Fleeing into the capsule and sealing the Daleks out of their own ship. The Doctor should realize he is facing the Daleks. remind them that the Doctor has an ‘infallible sense of direction’ as far as locating the TARDIS is concerned. at least so the Daleks can report to the Emperor Dalek on Skaro. now disguised as a Grecian temple. At the foot of the cliff is a dense green carpet of plants that in one direction rises quickly into jungle at the back of the beach. The TARDIS. Map 6: the chase. and the ship crash landed. however. Hellas has one bonus: it is a source of a taranium complex ore that the Daleks now demand as tribute from the Athenosians. refined by the Daleks. nothing will! SCENE 1: ARRIVAL The tranquil peace of an island paradise is shattered as the TARDIS materializes on a beach of brilliant white sand. and works out how to ruin their plans. If the characters voice doubts. the Doctor explores the small craft. and explains why Hynossos is dead. Escaping through the observation hatch in the top of the craft. just inviting a weary traveller to take a dip. Baskets of the phosphorescent ore are delivered to the Dalek craft. probably Steven. The regressive colonists regard the Daleks as messengers from the gods. will encounter Hykronos. around which the Doctor and his companions are grouped. the central console emits a loud and nerve-shattering bang. but quickly disperse. When the Doctor and his companions arrive and begin to explore their surroundings. Map 2: the beach. If that doesn’t give them cause to worry. All this is apparent on the TARDIS’s scanner. in the other direction. the Doctor and crew enter the temple. killing the prime science Dalek that would be able to effect repairs. and the extracted taranium stored ready for use when the capsule’s time engines are repaired. waves break over a reef some 100 metres away. one character. Map 5: the Dalek capsule. Hykronos waits for the right moment to release the time travellers. Map 4: the temple. the sea laps against the chalk-like rock.

there is a chance each research turn. cannot easily be lured from the jungle — he’s had his fill of messengers from the gods for a day — but may well lure a hotheaded companion. with an attack frequency of 5 action turns. At the end of every 5 turns immersion.. for example. after 10 turns it is 2 and so on to its maximum of 5). 1A: Wait and sea If the players aren’t willing to get the adventure moving. It is clear the TARDIS is going to be engulfed by the sea. the only way is to take it to them. are generally peaceful. After 5 turns’ immersion tell them that it irritates. if the scanner is on. Whichever method is used. The Doctor and his companions have two choices: they can sit in the TARDIS and wait (1A). diving masks. unwittingly delivering the Doctor into the hands of his enemies. such as Steven. The beach shelves gently towards the reef. nervous companions might panic him into leaving the TARDIS. if the companions are determined to stay in the TARDIS. Tell any character who enters the water that it feels surprisingly tingly against the skin. The TARDIS is immune to the effects of fluoronic acid. however. He will then know he has landed far in the future along his time stream. Strength 5. although the slightly alien sounds of the island’s birds and the rasping susurrus of insects makes it seem rather unearthly. after 10 turns that it hurts. it is difficulty 10 against Knowledge to extract a minor but useful piece of information: that the sea is a weak fluoronic acid that can penetrate and attack organic materials at a molecular level. there are no hazards to swimming bar the water itself. even if it causes a small administrative headache. however.) If players find it difficult to envisage their immediate surroundings. The difficulty of noticing this reduces by one for each research turn that passes. Allow players to send their characters in different directions. philosophic life of Ancient Greece. During this time. or snorkels. or go out and investigate the apparent paradise outside (Scene 2). The Doctor may recall which planet he is on (difficulty 8 against Knowledge). The Doctor and his companions should be encouraged to explore their surroundings. one of many islands that make up the land mass of the largely oceanic planet of Hellas. The dilute fluoronic acid counts as a slow poison. Spartia and so on). the villagers will in due time troop down to the beach and drag the TARDIS on rollers to the temple. lay out some telephone notelets or beer mats to represent the areas in Map 2 (don’t point out the quicksand!). divide your time equally between them to avoid players becoming bored. As a last resort. After an hour or so (four research turns) it is difficulty 7 against Awareness to notice on the monitor that something is different: the sea is much closer and the tide is quickly coming in. SCENE 2: ON THE BEACH The real world lives up to the scanner’s depiction of a tropical paradise. Its inhabitants are regressive Earth colonists who once abandoned technology for the simpler. This encounter is not intended seriously to injure any character: it is a clue. each island or kingdom of islands is analogous to an independent Greek state. Keen Sight is applicable) will see the Doctor is looking at a soot-coated circuit that has undoubtedly seen better days. out of the TARDIS. It is difficulty 5 against Awareness to see the figure — who is the slightly curious Hykronos. Attacks continue even if the character leaves the water. 142 . they can even elect to go for a swim or sunbathe! 2A: In too deep The TARDIS will be able to furnish any companion with swimming costumes. Any companion who catches sight of what the Doctor is looking at (difficulty 4 against Awareness. starting with the first one after the TARDIS arrives. could be Thebos. Computing is applicable). They should get the hint and leave! Any character who takes a shower immediately nullifies the effect of the fluoronic acid.. (If you put players in separate rooms to deal with their characters’ explorations separately. and has a corrupted Greek name (other kingdoms. Doctors who are prepared to (not the first or second incarnations!) use the TARDIS computer and apply data from sensors can extract this information (difficulty 7. catching a glimpse of a human face. The TARDIS has landed on Athenos.DOCTOR WHO — TIME LORD that all he needs to do is wait for a few hours everything’s cooled down a bit (difficulty 6 against Knowledge. the cliff or the jungle. Rivalry between kingdoms is intense and it would take a planetary catastrophe for them to unite. although the Doctor may feel safe. he can even rustle up some scuba gear or breathing apparatus for no more than two people. if the Doctor can beat a difficulty of 5 with his Awareness. up to a maximum of 5 turns later. to recall its political status is difficulty 9. Electronics is applicable). Hykronos. The people. Companions can explore the beach. roll to overcome a swimming character’s Strength with the Strength of the poison (after 5 turns it is 1. that a companion may notice movement in the jungle.

2E: Body unbeautiful If all the TARDIS crew stumble across the body. he will drag the companion’s body deeper into the jungle. if the character doesn’t try to escape. It is difficulty 6 against Awareness to notice the quicksand (characters in distant areas increase this difficulty by the range to the quicksand). which the character must beat to escape using his Move. 2D: Body language Whoever enters the jungle first. using Awareness to beat the difficulty presented by Hykronos’s Stealth (Control 4 plus Stealth 1 equals difficulty 5). or nears its edges. leaving them to be found and captured by the village patrol. Hykronos will run for it. there will be chance to talk and convince him that the TARDIS crew are friendly. where. Difficulty 3 Sea. If the rest of the TARDIS crew appear. however. Difficulty 1 Quicksand. in fact he 143 . however. he will recover in time to alert the companion to the approach of the villagers. Characters trapped in quicksand will be attacked by fluoronic acid in the same way as bathers (2A). 2C: Science lesson Fluoronic acid. Difficulty 2 Wet Sand. the character will be attacked by Hykronos. even at the risk of tackling a messenger from the gods. He will find. can be won over. the Doctor should really investigate it. who has clearly fallen to his death from the top of the cliff. Quicksand counts as difficulty 3 terrain on the first action turn. For each action turn in which the character tries to escape. simply needs winning over: if he wins the fight. urging him into hiding. when the companion recovers. Hykronos will typically move an area away each time and still attack. will see (difficulty 3 against Awareness) the body of a man spreadeagled in the undergrowth: it is Hynossos. the difficulty remains constant. If he loses the fight. is only a mildly corrosive acid: its main features is that its molecules are small enough to penetrate skin pores and debond many inorganic substances.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 2: The Beach KEY CLIFFS Jungle. Hykronos. During the fight. who sees his chance to avenge his brother’s death. On bending to examine the body closer. the action should move away from the body. although initially hostile. difficulty 5 against Medicine (automatic success) that although the native appears to have been killed by a fall. Difficulty 2 Dry Sand. Difficulty 2 Body of Hynossos TARDIS 2B: Shore things Characters who explore the bay have a chance of stumbling into quicksand in the areas marked in Map 2. He should be kept as a free agent in the event of the companions’ capture. in the dilution present in the sea. the difficulty increases by 1. The main aim of this encounter is to introduce a possible ally who. This the Doctor will know or find out from the TARDIS database or his memory. once in the same area it is difficulty 6 against Control to avoid it. difficulty 10 against Knowledge. The player gets a chance to notice Hykronos’s approach.

and rescue the Doctor and his friends. the two in charge of the prisoners will not be fooled by clever ploys from their charges: if one of the companions is ‘dying’. white-washed one-storey buildings scattered around a central square. he will nobble the back guard and free a companion if no player character is already free. and the overflow of water seeps into the ground. they will probably be too absorbed to notice that they have been surrounded by about a dozen hostile natives bearing spears and bows. Photographic Memory helps). The gods will decide the player characters’ innocence or guilt. which is hastily barred from the outside. On the far side of the village. SCENE 3: IN THE VILLAGE Athenosia resembles a picture-postcard village. Curse of the Cyclops Map 3: Prison KEY Guard. This is to allow Hykronos and any free companion to prove themselves: disguised as a native a companion and Hykronos can dummy the guards. Despite protestations of innocence. It is extremely hard to memorize the route through the jungle (difficulty 8 against Knowledge. 2F: Caught out While the crew examines the body. and forced to carry the body of Hynossos. but they are outnumbered three or four to one. A spring bubbles into a stone trough in the central square. and marches off in the direction of the temple. a trail leads up through the trees to a sand-coloured temple on top of a hill. another stands by the door. and hardly a match for their captors. with spear and knife Indoor area Outdoor area Sturdy door Walls Barred window 144 . with squat. crowd companions and attack them with blunt weapons from all sides to knock them out. If Hykronos gets the chance. then that is his fate — it is almost certainly the fate the Servitors will decree. have no weapons. by all means allow one to run from the natives — to be met and captured or hidden by Hykronos. which is obviously not a prison. A guard is placed at the rear window. The players may choose to put up a fight. one-roomed house.DOCTOR WHO — TIME LORD died before he hit the ground: the native’s chest feels like jelly — the result of a high energy weapon. don’t resolve any further attacks against him: simply have the natives bind him. If a companion is KO’d. there is certainly no harm jumping to such a conclusion. Obvious weapons will be taken away from the captives. The captives are led to one of the buildings. If struggle ensues.’ cries the officer in charge. If this immediately brings to mind the Daleks. ‘Murderers! Seize them. biff them with a blunt object. Showing abnormal intelligence for guards in a Doctor Who adventure. the officer will be unswayed by the companions’ claims of innocence: there is only one way the truth can be found out — by consulting the Servitors of Cyclops at the temple. Captured companions will be led through the jungle to the village. Captain Kelsyx explains he is off talk to the High Priest of the Cyclops god. If no companion has met Hykronos or is a free agent. but a moderately well furnished.

Each night. Or you could play the adventure this way and allow Hykronos to enter at a vital moment and knock out a guard from behind. difficulty 3 against Control (Stealth helps). 4A: In with the in crowd One way to get in ‘unnoticed’ is to hide in the large baskets used to deliver tributes of taranium ore to the gods... SCENE 4: THE TEMPLE To all intents and purposes. consecrated by the high priest. The baskets are easily big enough for a man to hide in. 4C: Of course nobody saw us. the temple looks like a simple Greek temple built out of reddish-coloured sandstone. If the characters are free to explore. then the guards on the prison will demonstrate usual stupidity and allow themselves to be fooled by the prisoners. pointing out the largest house as being slightly ornamented and obviously the most important of all the buildings. 3B: Help. Make the companions roll once each research turn they are in the village to determine whether they are noticed. there can be found samples of the complex taranium ore mined by the villagers (see Scene 7) as well as a metal knife made of Dalekanium — a gift from the gods for the villagers. but happy people who take pleasure in the gifts of the sea and the land. Investigating the village raises the difficulty of sneaking about to 5. Only by entering buildings is there a chance of being noticed. and there is a faint hum in the air: it’s remarkably like being next to the TARDIS (difficulty 4 against Awareness when within one area’s range). 3C: Search me Investigating the village is risky: there is little to be found: the Athenosians are poor. the gods sometimes leave gift of metal objects. they can discover that the temple vibrates slightly. Anyone snooping round the temple will be seen by Dalek security monitors: the Daleks will therefore be expecting any ‘unexpected’ visitors. but there is no widespread evidence of metal: spears and knives are made from sharpened shells. Hykronos can explain more about the Servitors. It is difficulty 5 against Awareness for these items to be found in a 10 action turn search of the house. 3A: If in doubt. Referee’s notes A map of the village isn’t important — handle any searching in an abstract fashion. and left for the gods to claim. and that they need some material from the mines (Scene 7). Characters will be brought by guards into the building itself at the same time as the taranium ore. at the front of which four round columns rise to a triangular frieze. the head man’s house. which the companions may deem necessary to take. like the Dalekanium knife in the head man’s house. in which a single blank eye is painted. failure will alert someone to the intruders’ presence and the alarm will be raised. In the largest building. A scuffle is bound to occur in which the guards will have no compunction about using their knives (spears aren’t practical weapons in a building) to end an escape attempt. run It is easy. as most are at work in the mines. The only entrance is through the columns: a tall rectangle of darkness that looks almost unwelcoming. Scraping at external walls will reveal hard metal beneath: a stucco layer has obviously been applied over some alien object. about a dozen baskets of ore are delivered to the temple. to sneak through the village to the jungle. we’re trapped! If the companions have somehow all been trapped and Hykronos has been killed. Steps lead up to a plinth. In return.DOCTOR WHO — TIME LORD Any objects removed from the companions can be found by the prison door. and it is quite conceivable for the characters to arrange to be hidden in the baskets and delivered into the temple. The two guards are each armed with a spear and a knife. that their base is at the temple (Scene 4). 4B: We did it their way Characters that have failed to escape the Athenosians will be forcibly brought to the temple and abandoned on the steps for the high priest to emerge and pass judgment. there are few villagers about. leaving the Doctor in no doubt that the Daleks are at work. Evidently they are craftsmen. 145 . It is difficulty 6 against knowledge to remember seeing this type of structure before: that of a Dalek time ship.

. The level the characters enter is the control deck: the deck below is the stores. provided he keeps the ore next to him. the deck above is the observation deck. stranding everyone present in time and space — the Daleks couldn’t even be sure they would exterminate the Doctor. 146 . the door to the outside world will be shut. In the power rooms. The Daleks. which has a lift to the roof (the way out). As a defence against pursuing Daleks (one through each door). (And if the Daleks do get the courage to shoot. however. nor would they be able to get their mined ore back to Dalek Supreme. Two pepperpot shaped doors rise in the opposite wall. The characters must act quickly: the Doctor must come up with a good reason for the Daleks not killing him (by all means make the player who controls the Doctor sweat a bit!). If the Doctor realizes this. They fan out. In essence. taranium ore is being refined and stored ready for the junior technician Dalek to get the time engines working. There. But from behind. shut to trap characters Concealed doors to Dalek capsule 4D: Temple fortune Once inside then temple. any Dalek looks dangerous. labs and power rooms. the Doctor can sabotage it to destroy it safely and whichever Daleks are present. surrounding the characters. While in the time machine. To do so invites disaster: the phosphorescent ore could produce an unpredictable time implosion. will not open fire while the characters are near the taranium ore and the ore is in the ship. taranium ore can be shoved into the barrels of the Daleks’ guns (difficulty 7 in hand to hand combat. trapping the characters inside. The Doctor can arrange to destroy the ship by repairing the time engines and setting it to take off and explode in the time-space vortex: an explosion can be triggered by hurling the poor technician Dalek into the chute leading to the taranium refiner. they will run into the escaping Daleks and be pursued through the jungle (Scene 7: The Chase). sealing the doors against his enemies. What happens next largely depends on whether the characters are captives or voluntarily in the temple. ensure that Hykronos is the one who gets hit!) 4E: The only way is up There is only one escape route for the Doctor: into the Dalek time capsule. he is saved.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 4: Temple KEY Indoor areas Pillars Offering of taranium Main temple door.. any Dalek that fires with a blocked gun is destroyed — and the first Dalek through each door should fire and be destroyed! By this time the companions can seal the doors against the Daleks (who will cut their way out of the main temple door to escape themselves). the Red Dalek knows the characters are there and will take a few seconds to identify the Doctor or his associates: either he will deliver a staccato ultimatum to hand over the Doctor or he will pronounce the Doctor’s death sentence. and three Daleks glide out of each one — including the Red Dalek. of course. however. leaving only a short time for the Doctor and company to leave the ship by the observation chamber and clamber down the temple’s outside wall. This Dalek is hard at work and absolutely no threat as it has a claw and sucker arrangement instead of a sucker and gun in its manipulator panel.

and difficulty 6 against Knowledge to operate them.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 5: Dalek Time Capsule KEY A Lift service platform — runs throughout the capsule A Observation Platform Physical observation deck and escape route! A Observation Deck Monitoring equipment. scanners. Invent scenery as necessary: store rooms are uninteresting: what is important is the power plant room. the control room and the escape route through the observation deck. at the centre of which is a lift system. Dalek lifts are panels set into the floor and are not immediately noticeable: it is difficulty 4 against Awareness to see them. 147 . tracers and so on Entry point from temple A Control Deck Assorted Dalek control panels Entry point from temple P S S S A R P R D R Power Plant & Stores All areas are accessible from the central core: R Ore refinery P Plant S Stores D Dalek technician 4F: The time capsule Treat the Dalek time ship as a simple cube on three levels.

DOCTOR WHO — TIME LORD The characters should feel under pressure to disable the capsule and get out in a short time. arrive midway through chase D C L I F F 20 areas D D D D Dalek reinforcements. The mines are open cast. and basically the 40 or so workers just hack away at a cliff with tools given them by the Daleks (pick axes with carbide-tipped Dalekanium heads). While doing so they can witness the Daleks in the outer area trying to cut through the external door to escape (the Daleks know they can get through this door quickly — cutting through the Dalekanium doors into the capsule proper is out of the question. playing on the lack of reward for all the effort. SCENE 5: MAKE IT MINE The taranium mines are not a vital part of the adventure. thereby providing a means of destroying their pursuers. each D = one Dalek Initial Dalek positions KEY Jungle area. Inventive companions may use vines in quickly improvised traps in order to snare and then catapult the metallic monsters over the edge. probably after the Doctor has arranged for the Dalek craft to be destroyed. Whether the Doctor relies on his ‘infallible sense of direction’ (difficulty 3 against Awareness) or the companions use a direction finder to pinpoint the time ship’s location (difficulty 4 against Knowledge). but would any scientist trust a glowing ore. the Daleks should pursue the Time Lord and his companions through the jungle to the TARDIS. but the Doctor might prefer to visit them. therefore they should not know that although the line they take to the TARDIS is indeed the most direct one. it ends with a drop down a cliff! This is intentional: companions that make it to the cliff edge can hide behind trees ready to push any Dalek off the edge. Neither the companions nor the Doctor will probably have had time to find their way about the island. It is completely harmless. Be prepared to respond to the players’ ideas. possibly with radioactive properties!? A player who tries hard enough might well persuade the miners that the Servitors are not what they seem. or he might use the taranium ore to construct a MacGuffin capable of temporally displacing the Daleks. say. difficulty 2 D TARDIS 148 . arrive midway through chase Area containing Daleks. SCENE 6: THE CHASE At some time near the end of the adventure. start the chase about 20 areas from the TARDIS. 5A: Open choice The Doctor might raise the Athenosians against the Daleks. Each day the extracted ore is delivered to the temple in the evening. The taranium ore is very low yielding and has phosphorescent properties: it glows visibly in dim light. But the Athenosians are fond of their gods: only Hykronos knows of their evil and will speak against them. Curse of the Cyclops Map 6: The Chase D Dalek reinforcements. to obtain materials or examine the ore that the Athenosians are extracting.

where they have been stationed on patrol.’ Jungle counts as terrain of cumulative difficulty 2: it is difficulty 2 to move one area. difficulty 4 to move two areas. because they cannot see that far! Use miniature figures or counters to represent the companions and the Daleks. will get to the beach in time to be bogged down in quicksand. then Strength against the Dalek’s Weight to force it over the edge. some Daleks need to escape the capsule before it is destroyed. and treat the Red Dalek as a Black Dalek. The acid would seep through the grilles in the Dalek’s top part and down into the creature below. all of them speak perfect English.DOCTOR WHO — TIME LORD 6A: Handling the chase Either draw on paper or set up nine telephone notelets or beer mats to represent the areas given in Map Six. and allow the players to place their characters’ tokens in any area they wish. the Daleks have just moved into sight that turn. Warriors should be treated as Ancient Worlds soldiers in the rules. Athenosians have fair. or to climb down the cliff using the vines. cannot mooove. place one Dalek token in each marked area. you could force a quick electronics repair on him before the TARDIS will take off (difficulty 6. to worry the Doctor in the chase scene.. They are immune to the effects of fluoronic acid. trapping the Dalek until the tide comes in and drowns it. 149 . If the companions get too cocky. If they wait long enough. Or. No Dalek can fire at a companion who is climbing down the cliff — its gun cannot be pointed at such a severe angle. At this point their options are to stay and hide. Action turn one now begins: ask the players what their characters are going to do.. Daleks trapped in quicksand should emit puffs of smoke and screech. armed with spear and knife (both count as edged weapons. the Doctor and company could make water bombs and attack any surviving Daleks. The companions typically see only six at any one time. At about the halfway point. They should always try to move two areas if the characters outdistance them too much. ready to push Daleks off the edge. inflicting 4 Wounds). and the size of the Dalek capsule suggests only a small force is present. The climb is difficulty 2 for each vertical area — characters may use either Control plus Mountaineering or their Move to make progress. ‘Cannot move. In essence. Eight Daleks. As the characters run towards the TARDIS. Athenosians Humanoids in appearance. To allow the Doctor to see the end of the Daleks. panic-stricken. Companions are able to run at Move 4. takes 20 action turns). cannot moove. usually just the Red Dalek. Any Dalek that topples is destroyed on the beach below (no need to roll). a few others need to come in from other parts of the island. Place one or two Dalek counters on each flank. realizing the potentially incapacitating power of fluoronic acid on the living creature inside a Dalek shell. two areas distant from the companions and one area ahead of them. Dalek reinforcements should arrive. The TARDIS will be fully operational — and Doctor is free to leave — once the Dalek menace has been dealt with. although they should deal with any surviving Daleks. the first Doctor can run at only Move 3. search and destroy. at the end of the action turn — in effect. They typically wear simple white kilts or tunics and sandals. adding generous bonuses for drop kicks (+2 general modifier) or for using vines. FRIENDS AND FELONS Daleks The exact number of Daleks in the adventure is up to the referee. there is a drop of about 10 vertical areas to the beach. No Athenosian wears armour. seeming as if to head off the companions from their goal. Daleks have Move 2 and are at a considerable disadvantage because the referee must roll each turn to see whether they can move even one area! Daleks will generally alternate which of them tries to move two areas and which move only one or remain stationary and fire. allow some Daleks to move into the same area as each other and use group fire to make their guns more devastating. SCENE 7: DEATH TO THE DALEKS Once the companions reach the TARDIS they are safe. one of which should be the Red Dalek. including the Red Dalek should be enough: use the statistics in the Time Lord rules. and difficulty 6 to move three areas. lay out more notelets or draw more areas to fill in the terrain. Roughly work out 20 areas distance and place a notelet to represent the location of the TARDIS — do not tell the players there is a cliff in the way. where the fluoronic acid in the seawater will make short work of its electronic circuits. the Daleks will all move towards the companions this turn chanting.’ at which point their speech circuits give up in a sort of whining fade. metallic looking hair and well tanned skin: they have mutated slightly from their original human stock to adapt to the environment of Hellas. To force a Dalek off the edge. use Control against the Dalek’s Defence to hit. Continue the chase until the companions suddenly realize that although the TARDIS is only a few areas away. any surviving Dalek. ‘Search and destroy.

High Priest The high priest is an Athenosian under Dalek mind control. 150 . If he is beaten in hand to hand combat by a companion. Overhearing the Daleks talking of their contempt for the natives. and willing to contribute to any of the companions’ plans. He speaks the will of the Daleks and calls on the wrath of the Cyclops to strike down those who might deny their godly status. the two ran to reveal their secrets to the village. Running 1. Hykronos is naturally sceptical about any messenger from the gods. the two Athenosians crept into the temple the night before the TARDIS arrived and hid among the baskets of ore. but is a figure that the villagers respect. more than capable of dealing with the Servitors. Stealth 1 Size: 3 Weight: 4 Move: 3. He will be present with the ore when the companions are delivered to the temple. his brother was hit by Dalek fire just as he made the edge. alerting the Daleks to the brothers’ presence. He has no real role in the adventure. They are hard to incite to violence. Wilderness Lore 1 Determination: 3 Awareness: 3 Daring with his brother Hynossos to look upon the secret rites of the Servitors. as he is quite competent himself. Swimming 1 Knowledge: 4. Unfortunately. he will have great respect. but be dismissed by his overlords to prevent him from getting in the way. He is resourceful. as messengers from the gods. Hykronos Strength: 4 Control: 4. hunting for the village as a living. bright. He will initially regard the TARDIS crew as enemies. The two were chased through the jungle: Hykronos made it to the cliff and clambered down. he will know they are people he can trust — and. but if he hears them talking or theorizing about the Daleks. Hynossos stumbled on leaving the temple. but murder of their own kind is one of the few things that will provoke hostility.DOCTOR WHO — TIME LORD Athenosians try to live a Greek ideal of philosophising and peaceful coexistence. and thereby learning that the gods were mere creatures. First Aid 1.


a player who is easily beaten has a Strength of 2 less than the referee’s. Knowledge Knowledge can be gauged by the education a player has received. Control 4. Use the difficulty tables in Part Five along with the following guidelines to determine the common abilities of a player as a character. if he beats you after a struggle. If the referee beats the player after a struggle.DOCTOR WHO — TIME LORD APPENDIX 1: CREATING COMPANIONS The easiest role for anyone to play in any role-playing game is himself. Control Most players will have Control 3. 152 . the referee. however. the referee. You. This background will help you decide the appropriate level of his abilities in terms of the TIME LORD game. 3 for average. the player needs to be more stubborn than the average mule. detailing education and possible special abilities arising from sports and pastimes. worldwise players without formal education should have Knowledge that reflects their experience. or players with strong oratory abilities should be given Awareness 4. It should not break out into a war of words about a character’s abilities. have the last word in any dispute because you need to balance player characters’ abilities with those of referee characters. decide the actual values. who may suddenly learn more about that person than he might ordinarily reveal. Education to primary school level counts as Knowledge 2. the referee. Awareness Anyone with a sight. An average person has Awareness 3. There is an advanced character creation system in Appendix 4 (page 159). It might explain how the character comes to find himself in the TARDIS. women or youths should have Weight 3. Size Male characters will usually be Size 3. Size reflects both bulk and height. Having someone playing himself as a character. Strength Give the player an arm-wrestling match after first rating your Strength (2 for puny. particularly nervous people or anyone who cannot kick an addictive habit such as smoking for more than a day should be given Determination 2. technically more competent people in the game world. it is possible to do so in TIME LORD. an averagely built person should have Weight 4. An evenly matched referee and player have the same Strength. In a way it is more challenging and interesting to get players to generate themselves as characters and have each of them play someone else. female characters will usually be Size 4. the player should write a one-hundred word to two-hundred word resume of his background. First. a university background counts as Knowledge 5. Give any player who regular exercises or plays sports. smell or hearing impairment or who communicates awkwardly should be given Awareness 2. Anyone with a job that requires conspicuous bravery. say three times a week. and with a little help from you. You. education to age 16 counts as Knowledge 3. To get Determination 5. can be unsettling both for the player and his friends. sixth form counts as Knowledge 4. Exceptionally observant players. such as a fireman or a soldier in a bomb disposal squad. the player’s character has a Strength of 1 less than the referee’s. Well-travelled. Determination Most players will have Determination 3. his Strength is 2 higher. Creating a character is an open-ended procedure that requires the co-operation of the referee and the player concerned. but notable cowards. Weight Lightly built men. If he easily beats you. One point extra in an ability represents a considerable increase in skill and may unreasonably raise a character’s abilities above those of other. 4 for muscular and 5 for body-builder). should get Determination 4. Move All human characters have Move 3 and the special ability of Running 1. Track and field athletes should be given Control 5. applying any tests that are appropriate to determine the character’s abilities. and should be modified according to a player’s extremes. his Strength is 1 higher than yours. a thickset build coupled with great height deserves Weight 5.

Weight 3. decides the quality of her voice is such that she deserves Singing 2. to her. Determination 4. dark brown eyes and straight. adventuring in the TARDIS is fun. assign the special ability a value of 2. The referee may give each character up to two points to be assigned to unique special abilities: a player might choose to assign the points to one or two special abilities. round face. however. she stumbled into the TARDIS while mistaking it for a part of the set for a promotional video. She also gains the Strength-related ability of Cheat Death 2 and the Move-related ability of Running 1. Her career. sampler and computer. Her own ideas of alien lifeforms are probably weirder than the real creatures and the universe holds few terrors for her. picking Sense of Balance 2. or Iron Constitution 1 with Con 1. She is determined to control her own music and image and has learned how to use complicated electronic recording and mixing equipment. but give each character some speciality that will prove useful on his travels with the Doctor. Ordinary people are unlikely to have many of the quirky abilities such as Cheat Death. a Strength 3 or Strength 2 character should have Cheat Death 2. Keen Sight and Bench-thumping. Remember that player characters are ordinary people: they are not superhuman. Her hordes of admirers warrant the ability of Striking Appearance 2. Control 4. Where is that baby now? 153 . Tone down values that seem excessive. ALISON — A SAMPLE CHARACTER Alison is a 20-year-old singer and dancer from 1991 London who is on the verge of breaking into the music industry with a unique blend of rap and bubblegum pop.DOCTOR WHO — TIME LORD SPECIAL ABILITIES A character is made unique by his special abilities. Knowledge 3. A player should justify any particularly odd special ability that he wants. shoulder-length black hair. Only characters with very few special abilities should be given 2 points. If the player has five times this amount of training or experience. most people will need only 1 point. based on three years’ composing and singing. however. rapstrix Betty Boo had a quirky video to her song Where Are You Baby? from which all the notes concerning Alison gain their inspiration. for example. Iron Constitution. much of her work is composed at home using a keyboard. Awareness 3. the Knowledge-related abilities of Computing 1 and Electronics 1 and the Awareness-related abilities of Musicianship (keyboards) 1 and Singing 1. She has no equipment — her stage costume was not designed to be practical! Author’s note for the curious When Time Lord was originally written. The equipment they have will be whatever they are carrying in their pockets when the character is generated. Move 3. Wearing purple and silver futuristic stage clothes. skills appropriate to his background and training. should be given Cheat Death if his Strength is less than 5: a Strength 4 character should have Cheat Death 1. Go through the list of abilities provided in Part 3 and decide whether any are appropriate to the player’s written background. Ignore any ability for which the player has received less than a month’s full training or for which he has less than three years’ on-the-job experience. Alison’s player decides she wishes to enhance her strong will with the one point the referee allots her. gives her the Control-related ability of Dancing 1. The referee gives her the following common abilities: Strength 3. The referee. Any special ability which meets these minimum requirements can be assigned a value of 1. Size 4. She has an attractive. A character. picking the special ability of Independent Spirit 1.

whether that blaster aimed at the Doctor is set to stun or set to kill: characters need the Doctor alive if they are to escape in the TARDIS. Instead of inflicting Wounds. A fist attack that inflicts 2 Wounds. In safe combat. Any player who wants to make a knockout attack must tell the referee before resolving the attack (the referee does not have to tell the players whether attacks from referee characters are lethal or knockout!). Referees who wish to use a combat system that allows characters to be knocked out but not wounded by blows from fists and blunt weapons should use the rules for safe combat. All are in keeping with technology in the DOCTOR WHO universe. otherwise such weapons by default are set to maximum Wounds. but heal faster than Wounds. an attack with a blunt weapon. A Strength 3 character who had taken 4 Shock would have only 1 Shock after one research turn of rest. such attacks inflict Shock equal to the number of Wounds the weapon would ordinarily make. so they should be genuinely concerned if he is gunned down. Safe combat creates a feeling of uncertainty. A character who has taken 3 Shock in effect has taken 3 short-term Wounds as far as recovery goes. No one will know. either as Wounds or Shock. In this way it is possible for a Dalek gun to deliver 1 to 8 Wounds or 1 to 8 Shock. First Aid or Medicine can be used to heal Shock damage in the same way as such abilities are used to heal Wounds. any excess cannot be used to treat the other type of injury. however. could be used to make a knockout attack that inflicts 2 Shock. usually inflicting 3 Wounds. BLASTERS AND SHOCK Blasters become far more flexible and potent weapons with Shock damage. Referees should use safe combat to enhance the dramatic tension of an adventure. Instead of inflicting different amounts of Wounds when set to stun or kill. could instead inflict 3 Shock. for example. His character is assumed to be pulling his blows to avoid permanently harming his opponent. Any blunt weapon. Blasters that are found by player characters must first be understood to change the settings. seriously wounded or dead depends only on the number of Wounds he has taken. The referee should decide before the game starts whether these rules will be applied. overcoming Strength and recovery. EFFECT OF SHOCK Shock acts as Wounds for the purposes of getting through armour. A character heals Shock at a rate equal to his Strength for every research turn of rest or inactivity. Healing Shock damage heals far faster than Wounds. natural weapon or blaster can be used to make knockout attacks. typically 6 to understand an Earth-built blaster or 8 to understand an alien one. it inflicts 8 Wounds when set to kill and 8 Shock when set to stun. First Aid. a player should state at which level the blaster is set and whether it is set to kill or stun. Variable power blasters The flexibility of blasters as weapons can be increased by allowing them to inflict any amount of damage from 1 to their maximum. may be applied once to Shock and once to Wounds. A Dalek gun usually inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. a blaster inflicts its maximum Wounds when set to kill and the same amount in Shock when set to stun. for example. The character who applies his healing skills must decide whether his treatment will heal Shock or Wounds. because players will not know whether an attack against them is going to be lethal or just knock them out. Shock.DOCTOR WHO — TIME LORD APPENDIX 2: SAFE COMBAT Basic combat in TIME LORD makes no distinction between lethal blows and non-lethal blows. The difficulty of understanding how to use a blaster is the Knowledge required to build such a device. 154 . Shock injuries make it difficult for a character to regain consciousness. It is highly recommended that these rules be used because they reduce the severity of Wounds inflicted on characters and so prolong characters’ lives. mark genuine Wounds with a W and knockouts with KO to differentiate between the type of injury. Before firing. however. OPTIONS The following options for safe combat are recommended to referees who wish to broaden the scope of blasters as weapons. In the Wounds boxes on the character sheet. does not count towards death and no character can be killed by Shock damage: whether a character is considered lightly wounded.

each one should be assigned a charge rating: this is the difficulty of it running out of energy and can be any figure from 1 to 20. Power The power of energy weapons is finite and it is possible that they will run out through continued use. If he succeeds.DOCTOR WHO — TIME LORD Broad beam stun Setting a blaster to stun diffuses the energy it emits. On the sixth turn of firing. the cumulative power ability reaches six. Jamie can fire without fear of the gun running out. the blaster runs out and Jamie must look for another weapon. To add to the uncertainty of using blasters. Any blaster set to stun reduces the difficulty of hitting a target by 1 owing to the indiscriminate nature of the energy beam. The blaster runs out if the referee beats the difference between the number of turns the gun has been fired and the charge rating. 155 . Broad beam stun is particularly useful to enemies of the Doctor because it gives them a better chance of hitting him. The referee decides the gun is half charged and gives it a charge rating of 10. For the first five action turns. forcing them to take cover. broadening the beam of energy emitted by the weapon. the referee rolls the dice to try to beat a difference of 4. Each time the blaster is fired counts as a cumulative ability of 1 which is used to test whether the blaster runs out. especially when combined with group fire. Jamie picks up a blaster from a fallen space marine and fires at his pursuers.

the odds of beating differences of 0. Now. Peter. by setting difficulties at levels below most of the characters’ abilities it is possible to play a game of TIME LORD without anyone but the referee rolling the dice — as near to a diceless role-playing system as I believe it is possible to get yet still presenting a viable rules structure that will settle arguments. Ideally. and the game was in danger of remaining a private system played by only one group of people. On a scale of one to ten that embraces the minimum and maximum values in the universe. which I chose to treat generically. therefore. whether it is a sabre wielded by a British light dragoon of the Napoleonic Wars or the two-handed broadsword of a medieval knight. It is Peter who ensured TIME LORD continued to head in the direction in which it was intended to go. I have concentrated on providing only those tables that are essential to the running of the game. some three years later. quickly became involved in the project. and perhaps one day may materialize in a volume called TIME LORD COMPANION. Yet the idea of characters automatically being able to succeed at tasks they were competent to do appealed and was carefully placed in my mental filing cabinet. Increasing a difficulty by one therefore has a marked effect on the odds of success. Inspiration strikes writers and designers in the weirdest places. of course. 3 and 4 are respectively 83%. But because TIME LORD uses one simple mechanic — beat the difference — consistently throughout the game. generated by the referee as well as the players. Too many tables can be as much a disservice as too few. the rules had to be easy to understand. Such details are for those people who master TIME LORD as it stands. and the notion of the subtractive six-sided dice system that TIME LORD has put into practice was no exception: the place and time in question was leaving the steamy confines of a bathroom in mid-winter. Besides. but at the time I had no more idea of how to put them into effect than she did. It is primarily intended for fans of the DOCTOR WHO television series. This decision is quite deliberate: anyone who is attempting a task whose difficulty is four higher than his ability is attempting virtually the impossible as it is given that the game assumes complete competence 156 . In practice it means characters will comfortably be able to do something at the limits of their abilities (a difficulty equal to the ability) and have an evens chance of succeeding at something one higher than their abilities. so some compromises have had to be made. The more I playtest the system. only the difficulties tables are needed to drive the system. Cybermen. We hope to have erred on the side of description of characters and aliens rather than numbers. many tables become redundant. DOCTOR WHO hadn’t been grafted onto the rules. Conversely. Gail Baker first provided the idea of levels of competence as a general game mechanic. success will usually follow. are details of specific weapons. and those that exist are largely for the benefit of the referee. not the accumulation of abstract numbers of points. are described by type with limitations on their use. Such a mechanic assumes that the players will choose the best character for the job — if they do so. like rolling dice and it is quite possible to play TIME LORD this way by always giving characters difficulties to beat that are greater than their abilities. 1. Mechanics that intrude on play are largely unwelcome except where rolling the dice creates dramatic tension — the points in an adventure where the players believe their plan depends on the success or failure of one person or gadget. But with US company FASA’s licence for a DOCTOR WHO roleplaying game set to expire. 55%. We also wanted to encourage role-playing rather than rule-playing — the optimized rule-bending that sadly afflicts many role-playing games. and a sword becomes simply a sword. For the sake of stats fans. I wanted to de-emphasize the role of combat in the game. not all of whom will be familiar with the way a role-playing game runs or works. too. rather than letting even the most cack-handed character have a go. No one has a chance of success if the difficulty is five or more higher than his appropriate ability. or any other warlike alien species. because we believe the enjoyment of role-playing comes through doing. we saw an opportunity. TIME LORD is reality. it is also important that few if any Earth weapons should remotely endanger Daleks. rules should be transparent to the players of a role-playing game. and who has curbed my wilder excesses — excesses that might have seen the porcelain vase of flowers among the deadliest hand to hand combat weapons in the universe! Both of us knew that if TIME LORD were to appeal to most DOCTOR WHO fans. There is also a noticeable famine of tables. however. 33%. Out went character progression systems and character generation systems. Some people. the happier I become with assumed levels of competence as a game mechanic: the story. But beneath the simplicity is some cunning mathematics behind the odds of success. TIME LORD’s co-designer and an old friend and colleague. because a proliferation of tabular information cannot easily be absorbed. 16% and 5%. Weapons. and to prevent a mad rush for calculators. Ultimately. 2. yet still be able to cope with the complex situations that role-players will inevitably hurl at the system. one gun is very much like another.DOCTOR WHO — TIME LORD APPENDIX 3: DESIGNER’S NOTES FOR ROLE-PLAYERS Experienced role-players have probably noticed that TIME LORD omits certain elements that are common to other role-playing games. At the time. becomes the driving force of the game. Gone. In the context of the DOCTOR WHO series. Such omissions are quite deliberate! TIME LORD is intended to be easy to learn and easy to use.

aliens and enemies is taken from the series. Theory is all very well. Jamie Thomson (the spider-infested Captain Jameson) and James Wallis (Vicki). What matters is the speed at which unconscious characters recover. Paul Mason (yet again!). The referee has a most useful tool here: the group fire rule. and the DOCTOR WHO television series frequently demonstrate this fact. Dave Morris. too. Only by accident has anything crept in from the novelizations or Jean-Marc Lofficier’s virtually indispensable reference works. these creatures become the deadly aliens they occasionally appear to be. as accurate as the television series itself. the average Dalek hasn’t a hope of hitting the Doctor or his companions provided that the characters dodge. And here the referee can assure the speedy dispatch of unimportant referee characters simply by assuming they do not dodge. It is perfectly possible in TIME LORD for two opponents to knock each other out at the same time in hand to hand combat. In combination with the referee’s tools of decision and difficulties. Together. companions. therefore. or by forgoing group fire. Paul Mason (Steven Taylor). the Trojan slave girl. it reflects what happens in the television series. which I regard as the only accurate source of official information. Marc Gascoigne. Dave Morris (the first Doctor). The answer is. not real life. not heroes. none of which I’m glad to say has made it into TIME LORD. If there has been more than one version of something in the series. FOR DOCTOR WHO FANS Many fans will probably be wondering how accurate is TIME LORD. By choosing to shoot individually at a separate target. previously lost stories such as The Ice Warriors have somehow come our way. My playtesters (and the characters they played) were Patrick Brady (himself). they need to find either a way round the obstruction or someone to whom it is not impossible. Ludicrous as it sounds. Life. Sharp-eyed fans will have noticed the absence of three characters sometimes considered companions of the Doctor and whom we regard as only supporting characters: Katarina. If he chooses to keep the Daleks. Paul Mason (as Sergeant Benton) and Rachel Hopkins (as Liz) tested a very different system. In some cases. It is also perfectly possible for two lines of enemy soldiers to fire at each other at only short range and miss. however. Simultaneous combat means the players must trust the referee not to take advantage of their situation — and a reasonably competent referee doesn’t need to — but it also cuts down on bookkeeping. and that ordinary people often have no chance of success. Peter and I have watched almost every surviving episode of the programme — our notes alone are equivalent to another volume the size of TIME LORD! Even precious. we have invented tiny pieces of history: true aficionados will doubtless have fun wheedling them out. TARDIS is clearly defined as Time And Relative Dimension In Space in An Unearthly Child and we have kept to this definition despite its frequent corruption to ‘Dimensions’. TIME LORD. All the information about the Doctors. security agent Sara Kingdom and the shapechanging robot Kamelion. Some information. being able to put down an opponent and yet not reveal whether a blaster was set to kill or stun serves to increase the tension in the game. but it happens in the series. Mark Pawelek (James Wallis). Those role-players who believe characters should always have a chance of success should remember that most companions in TIME LORD are no more than ordinary people. the universe. for the sake of providing information that players will surely ask. Thus it is that we chose to detail the Cybermen that confronted the second Doctor — the time we believe they were at their scariest. It also conveys the spirit of script immunity that so many of the Doctor’s companions desperately need. Our own bias will surely show as well: the Doctors of our childhood were played by William Hartnell. nowhere does this effect show more than in TIME LORD’s rules for combat. Patrick deserves special mention for reading and criticizing an early draft of the rules. Should the characters confront the impossible. and so you will find Brigadier Lethbridge Stewart instead of his hyphenated modern-day equivalent. The spellings of names have been taken from the programme credits on screen. Peter and I have chosen whatever is best for game play. quite simply. in clusters of five and use the group fire rule. far earlier in time Mike Cule (as the third Doctor). It is partly the reason why I opted for simultaneous combat rather than an initiative based system. Murray Writtle and Emma Sansone whose own rule systems have given me much to think about and digest before I dared write my own. is a rule book and must impose some sense of authority. Thanks too must go to Pete Tamlyn. TIME LORD is primarily designed as an effect game: its intention is to recreate the effects of the DOCTOR WHO universe. To my mind the game works best when the safe combat rules in Appendix Two are added. And far. Look at the series and see how it works. may be contrary to popular belief or modern usage. Patrick Troughton and Jon Pertwee and it is perhaps inevitable that our strongest impressions come from these eras. say. but the short lives of Katarina and Sara as well as the impressionable nature of Kamelion make them unsuitable as player 157 .DOCTOR WHO — TIME LORD at difficulties less than his ability. but it takes playtesting to check whether the rules work in practice. Although I have said combat is not the main purpose of the game. Again it sounds ludicrous. We apologize to fans for these characters’ absence. as well as testing them almost to destruction.

besides indulging ourselves. horror and science fiction the series has encompassed over the years. Researching the programme has shown the strengths and weaknesses of all the Doctors and his companions. But most of all it has shown us what a strong team the first Doctor has when the programme first started. Perhaps this accounts for DOCTOR WHO’s longevity. It has also created a strong attachment to all of them.DOCTOR WHO — TIME LORD characters. even as a referee character. Ian Marsh Putney. the number of aliens and villains has been limited by the space available: alone they are worthy of a separate book. Similarly. My undying thanks go to Richard Devlin and the network of fans who have kept available one of the finest science fiction series to appear on television. Kamelion — who is no more than a cipher — is limited in his potential. June 1991 158 . comedy. Without you. Spread the word. But we have heeded the polls and included most of the popular monsters. the accuracy of this book would have been in doubt. and what a fine mix of drama.


TIME LORD originally presented only scanty guidelines on creating companions to adventure with the Doctor, for two good reasons. First, for a beginner’s role-playing game it seemed advisable to present characters that could be quickly given out ready for play; character creation can rather get in the way of welcoming newcomers to what is a rather unusual pastime. Second, the whole prospect of designing a comprehensive character generation system for Time Lords as a race, human companions and sundry aliens and robots was rather daunting and threatened to consume too much space in the book. Such a system might also be rather complicated for a newcomer to role-playing to understand. A third, and not so good reason, was that as the author of the rules system, I hadn’t much idea how to go about it! I believe I have already said that inspiration strikes in the strangest places. Well, it has happened again, and now you will all know what thoughts disturb the mind of one commuter as he contemplates wind-swept Earlsfield station in the early morning. One obstacle to the character creation system is that I wanted to use the consistent dice-rolling mechanism of the whole game in some way. Uniform systems are all very well, but they can also be a pain in the game designer’s neck! None the less, the dice are used to provide a variable element for each character. The final note I have to say about character creation is that companions are not superheroes. Although some of them may be quite competent in certain areas, in general a companion is just an ordinary person who has found himself or herself caught up in the Doctor’s adventures. This character creation system is intended to create such ordinary, human companions to accompany one of the existing Doctors; it has no ambition to be anything else.

There are two ways of shaping a character. First, you can imagine a person, his background, how he will react to certain circumstances, and his likes and loathings and then tailor the numbers to fit this concept. Second, you can work out all the numerical information, assign common abilities and pick special abilities, using such gamerelated material to help envisage the character as a person. Either way is satisfactory. If you are stuck for ideas, try modelling a companion on one of your friends or a well-known actor. As a player you have a free choice whether your companion is young or old, male or female, and which time period the character belongs to — there are no rules here to help you decide these factors! The only limit is that the character must be human and of Earth origin (descendants of space colonies are all right, too).

Each player starts with a number of points with which, in effect, he buys the character’s skills. As the procedure involves juggling numbers, a pencil and paper will prove handy to make notes before filling in a proper character sheet. A pack of cards may prove useful, as will be explained later.

Creating a character
Each character starts with eight abilities at 3, four abilities at 2 and eight abilities at 1. In addition, the character gains anything from zero to twenty 1-point abilities decided by the roll of the dice. These additional abilities are calculated by rolling a pair of six-sided dice four times and summing the differences of each roll — for each roll of the dice, therefore, the character gains from zero to five 1-point abilities. The result on the dice is read the same way as in the TIME LORD rules — and similarly, rolling a big difference each time is best. The best possible combination, therefore, after the dice have been rolled is a character with eight 3-point abilities, four 2-point abilities and twenty-eight 1-point abilities (the worst leaves him with only the basic eight 1-point abilities). These values are then assigned to the character subject to the rules regarding combination and limitations. The player must assign values to each of the eight main abilities, and can spend the rest as he likes on the special abilities listed in the rule book. It is highly recommended that characters who opt for low Strength acquire the Cheat Death ability at 2 points if they have Strength 3 and at 1 point if they have Strength 4.

Combining abilities
Any ability can be combined with another ability of the same value to obtain a single ability that is one higher in value. But a high value ability can never be broken down into a lower value ability. Thus, two 2-point abilities can be combined to yield one 3-point ability, but a 3-point ability cannot be broken down into two 2-point abilities. In effect it costs thirty-two 1-point abilities to gain one 6-point ability, sixteen 1-point abilities to gain one 5-point


DOCTOR WHO — TIME LORD Table 13: Minimum and maximum abilities for human companions Ability Strength Control Size Weight Move Knowledge Determination Awareness Minimum 2 2 2 3 1 2 1 1 Maximum 5 6 5 4 4 6 6 6 Notes 2 = child, 5 = strongman 2 = klutz, 6 = daredevil acrobat 2 = a giant, 5= a child or dwarf 3 = small adult, 4 = large adult 1 = crippled, 4 = sprinter 2 = primitive, 6 = genius 1 = subservient, 6 = obsessive 1 = not in tune with surroundings, 6 = sensitive to surroundings

ability, eight 1-point abilities to gain one 4-point ability, four 1-point abilities to gain a 3-point ability and two 1-point abilities to gain a 2-point ability (most cost-effective!). Thus a 3-point ability is affordable and within the reach of most characters, but to gain several 4-pointers requires careful budgeting. The best approach is to ensure the eight common abilities have values of 3 or 4, perhaps with one 5, and to enhance these with well-chosen special abilities. This way a character can get a total ability of 6 cheaply through using two 3-point abilities (a cost of eight 1-point abilities instead of thirty-two); the downside is a low general value in the appropriate common ability.

A value must be assigned to each of the eight common abilities — Strength, Control, Size, Weight, Move, Knowledge, Determination and Awareness — subject to the minimum and maximum possible values for a human companion given in Table 13. Certain values will very much shape the appearance and possible background of a character. A character with Size 5 is either a child, and must select his other background skills appropriately, or a dwarf; the character cannot be imagined as resembling an average adult human. Referees should look for such potential discrepancies in generated characters and advise the player accordingly. In addition, special abilities may not be greater in value than the governing main ability: a character with a Control of 3 cannot have a Marksmanship of 4; the maximum ability he can have is Marksmanship 3. To obtain a total ability of 7 the character must have Control 4 and Marksmanship 3.

Players with access to a number of packs of playing cards can use them to keep track of their changes in ability — about four packs will be necessary. Issue the player with cards whose numeric value is equal to the abilities of the character, using court cards as ones if there is a shortage of aces. Thus a basic character will get eight threes, four twos and eight aces. Each time the player wishes to combine two abilities, he hands the referee two equal cards and receives one higher value card in exchange: filling in the character sheet is then a simple matter of comparing remaining cards with spaces on the sheet. The referee is also completely in control of the bookkeeping, eliminating any ‘creative accountancy’ on the part of the player.

Characters start with a set of clothing and nothing else. They may, however, trade in abilities to secure equipment. None is a particularly cost-effective purchase, but then money is of no real use to most of the companions and they will be hard-pressed to find shops on places such as Metebelis 3. Abilities can also be spent to buy status, such as rank within an organization like UNIT (organizations may also require purchasing of a pass, representing membership and security vetting).

1-point ability
This will secure a trivial item of no apparent worth, or a common, everyday item for the character’s time period. Examples: a pocketful of loose change, a plain metal ring, golden star of mathematical excellence, walking stick or umbrella, a set of house keys, cricket ball, string, bag of jelly babies, pen knife.


DOCTOR WHO — TIME LORD 2-point ability
This secures a useful item of some worth. Examples: skeleton keys, hunting knife, gold jewellery, binoculars, mobile telephone, transistor radio.

3-point ability
This secures an item of notable worth or a low position of authority. Examples: hand-to-hand weapons such as a sword or mace, primitive missile weapons such as a bow, unreliable firearms such as muzzle-loading pistols and muskets, partial armour or a shield, rank of sergeant.

4-point ability
This will secure a valuable item or a position of moderate responsibility. Examples: security pass for a secret service or UNIT, reliable guns, full armour, motorized transport, rank of captain.

5-point ability
This will secure an exceptionally valuable item or a position of power. Examples: technological device of equivalent ability to the sonic screwdriver, national head of UNIT, presidency, membership of the royal family. Referees might also like to invent special devices that characters can own, for example:

Infallible firearm (5-point ability)
A revolver, automatic pistol or laser pistol that always begins any new adventure with a full magazine or charge. This makes the weapon far more attractive than the run-down or partly empty guns that characters may be forced to use in the course of an adventure.

Bullet-proof pocketwatch (4-point ability)
A one-use item that automatically stops the first bullet to strike the front of the character; the watch is destroyed in the process.

A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the player needs. This helps reflect an inherent talent for a subject that the character has never tackled before.

TIME LORD characters should advance their skills only slowly as gaining even one point in an ability represents a great leap in skill. To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character’s abilities by one point. If the player chooses not to roll the dice at the end of one adventure, it increases his chance of learning at the end of a subsequent adventure. The basic object is to beat the difference between the number of adventures a character has gone without making an experience roll and the desired total ability.

Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen and a number of robots in his first adventure. He must therefore beat a difference of 4 to learn the ability (desired total ability for Cybernetics equals 5). If he waited until the end of his second adventure, he would need to beat a difference of 3.
After a player makes an experience roll, regardless of whether it succeeds or fails, the number of adventures resets to zero. Each time a character successfully makes an experience roll, the difficulty to make the next roll increases by 1. This penalty is cumulative.

Assuming Patrick gained Cybernetics 1 after one adventure and then wished to gain Cybernetics 2 after a subsequent adventure, a penalty of 1 would be added to the total desired ability. The total desired ability would be 6, but the penalty raises it so the difficulty becomes 7. He would need to complete three more adventures to have a chance at gaining Cybernetics 2, at which point he would need to beat a difference of 4. If he succeeded at this and wished to progress to Cybernetics 3, he would incur a penalty of 2, making the base difficulty 9 and requiring the completion of five more adventures before a roll could be made.
At all times the referee decides when an adventure concludes and an experience roll can be made. A character may never improve more than one ability whenever he earns an increase. Also, the eight common abilities may never be increased; only special abilities may be gained or increased.


she combines twice to give a Knowledge of 5 (four 3-point abilities = two 4-point abilities = one 5-point ability. so she combines two 1-point abilities to give a two-point ability. The four remaining 3-point abilities. she believes her Awareness to be too low. Cheat Death 2 Control: 3. which in turn is combined with the remaining three 2-point abilities to give one 4-point ability. Mechanics 1 and Engineering 1. Weight and Determination. Control: 3. and combines the remaining three 1-point abilities with it to give Awareness 3. Weight: 3. 1. On reflection. a value of 2 to Strength and a value of 1 to Awareness. and the experience gained. Move: 4. generating differences of 0. and elects to take the special abilities of Cheat Death 2.DOCTOR WHO — TIME LORD The experience roll assumes that a player is attempting to increase an ability which was appropriate to one of his adventures. Awareness: 1. four 2-point abilities and eight 1-point abilities. To start. 3 and 2. Determination: 3. gaining her six extra 1-point abilities (giving a total of fourteen 1-point abilities). The general intention of these rules is to allow characters to pick up one or two abilities that may be useful as they become more experienced with role-playing and TIME LORD in particular. Bench-thumping 2 Size: 3 Weight: 3 Move: 4. Size: 3. Heaven help the Doctor when she gets loose in the TARDIS! 162 . She rolls the dice. She must still assign a value to Move. Knowledge: 5. Her abilities currently are as follows: Strength: 2. Bench-thumping 2. She is left with eleven 1-point abilities. Size. Mechanics 1. Her final abilities are: Strength: 2. She envisages her character as an enthusiastic car mechanic who loves tinkering. Driving 2 Knowledge: 5. if it is not appropriate. SAMPLE CHARACTER: SIMONE Simone starts with eight 3-point abilities. she assigns values of 3 to Control. Engineering 1 Determination: 3 Awareness: 3 Simone starts only with the clothes she wears. the referee should increase the difficulty of succeeding at the experience roll. The referee should keep a log of attempts made or failed. Driving 2.

DOCTOR WHO — TIME LORD CHARACTER SHEET NAME PERSONAL Species Home planet Native time Age Sex Description ABILITIES Strength Determination EQUIPMENT Control Knowledge WOUNDS Weight Size Awareness COMBAT Move Attack Parry Attack Basic Defence Evade Dodge 163 .

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